babylon.2.0.d.ts 173 KB

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  1. declare module BABYLON {
  2. class _DepthCullingState {
  3. private _isDepthTestDirty;
  4. private _isDepthMaskDirty;
  5. private _isDepthFuncDirty;
  6. private _isCullFaceDirty;
  7. private _isCullDirty;
  8. private _depthTest;
  9. private _depthMask;
  10. private _depthFunc;
  11. private _cull;
  12. private _cullFace;
  13. public isDirty : boolean;
  14. public cullFace : number;
  15. public cull : boolean;
  16. public depthFunc : number;
  17. public depthMask : boolean;
  18. public depthTest : boolean;
  19. public reset(): void;
  20. public apply(gl: WebGLRenderingContext): void;
  21. }
  22. class _AlphaState {
  23. private _isAlphaBlendDirty;
  24. private _isBlendFunctionParametersDirty;
  25. private _alphaBlend;
  26. private _blendFunctionParameters;
  27. public isDirty : boolean;
  28. public alphaBlend : boolean;
  29. public setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  30. public reset(): void;
  31. public apply(gl: WebGLRenderingContext): void;
  32. }
  33. class EngineCapabilities {
  34. public maxTexturesImageUnits: number;
  35. public maxTextureSize: number;
  36. public maxCubemapTextureSize: number;
  37. public maxRenderTextureSize: number;
  38. public standardDerivatives: boolean;
  39. public s3tc: any;
  40. public textureFloat: boolean;
  41. public textureAnisotropicFilterExtension: any;
  42. public maxAnisotropy: number;
  43. public instancedArrays: any;
  44. }
  45. class Engine {
  46. private static _ALPHA_DISABLE;
  47. private static _ALPHA_ADD;
  48. private static _ALPHA_COMBINE;
  49. private static _DELAYLOADSTATE_NONE;
  50. private static _DELAYLOADSTATE_LOADED;
  51. private static _DELAYLOADSTATE_LOADING;
  52. private static _DELAYLOADSTATE_NOTLOADED;
  53. static ALPHA_DISABLE : number;
  54. static ALPHA_ADD : number;
  55. static ALPHA_COMBINE : number;
  56. static DELAYLOADSTATE_NONE : number;
  57. static DELAYLOADSTATE_LOADED : number;
  58. static DELAYLOADSTATE_LOADING : number;
  59. static DELAYLOADSTATE_NOTLOADED : number;
  60. static Version : string;
  61. static Epsilon: number;
  62. static CollisionsEpsilon: number;
  63. static ShadersRepository: string;
  64. public isFullscreen: boolean;
  65. public isPointerLock: boolean;
  66. public forceWireframe: boolean;
  67. public cullBackFaces: boolean;
  68. public renderEvenInBackground: boolean;
  69. public scenes: Scene[];
  70. private _gl;
  71. private _renderingCanvas;
  72. private _windowIsBackground;
  73. private _onBlur;
  74. private _onFocus;
  75. private _onFullscreenChange;
  76. private _onPointerLockChange;
  77. private _hardwareScalingLevel;
  78. private _caps;
  79. private _pointerLockRequested;
  80. private _alphaTest;
  81. private _runningLoop;
  82. private _renderFunction;
  83. private _resizeLoadingUI;
  84. private _loadingDiv;
  85. private _loadingTextDiv;
  86. private _loadingDivBackgroundColor;
  87. private _depthCullingState;
  88. private _alphaState;
  89. private _loadedTexturesCache;
  90. public _activeTexturesCache: BaseTexture[];
  91. private _currentEffect;
  92. private _compiledEffects;
  93. private _vertexAttribArrays;
  94. private _cachedViewport;
  95. private _cachedVertexBuffers;
  96. private _cachedIndexBuffer;
  97. private _cachedEffectForVertexBuffers;
  98. private _currentRenderTarget;
  99. private _canvasClientRect;
  100. private _workingCanvas;
  101. private _workingContext;
  102. constructor(canvas: HTMLCanvasElement, antialias?: boolean, options?: any);
  103. public getAspectRatio(camera: Camera): number;
  104. public getRenderWidth(): number;
  105. public getRenderHeight(): number;
  106. public getRenderingCanvas(): HTMLCanvasElement;
  107. public getRenderingCanvasClientRect(): ClientRect;
  108. public setHardwareScalingLevel(level: number): void;
  109. public getHardwareScalingLevel(): number;
  110. public getLoadedTexturesCache(): WebGLTexture[];
  111. public getCaps(): EngineCapabilities;
  112. public setDepthFunctionToGreater(): void;
  113. public setDepthFunctionToGreaterOrEqual(): void;
  114. public setDepthFunctionToLess(): void;
  115. public setDepthFunctionToLessOrEqual(): void;
  116. public stopRenderLoop(): void;
  117. public _renderLoop(): void;
  118. public runRenderLoop(renderFunction: () => void): void;
  119. public switchFullscreen(requestPointerLock: boolean): void;
  120. public clear(color: any, backBuffer: boolean, depthStencil: boolean): void;
  121. public setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  122. public setDirectViewport(x: number, y: number, width: number, height: number): void;
  123. public beginFrame(): void;
  124. public endFrame(): void;
  125. public resize(): void;
  126. public setSize(width: number, height: number): void;
  127. public bindFramebuffer(texture: WebGLTexture): void;
  128. public unBindFramebuffer(texture: WebGLTexture): void;
  129. public flushFramebuffer(): void;
  130. public restoreDefaultFramebuffer(): void;
  131. private _resetVertexBufferBinding();
  132. public createVertexBuffer(vertices: number[]): WebGLBuffer;
  133. public createDynamicVertexBuffer(capacity: number): WebGLBuffer;
  134. public updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: any, length?: number): void;
  135. private _resetIndexBufferBinding();
  136. public createIndexBuffer(indices: number[]): WebGLBuffer;
  137. public bindBuffers(vertexBuffer: WebGLBuffer, indexBuffer: WebGLBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  138. public bindMultiBuffers(vertexBuffers: VertexBuffer[], indexBuffer: WebGLBuffer, effect: Effect): void;
  139. public _releaseBuffer(buffer: WebGLBuffer): boolean;
  140. public createInstancesBuffer(capacity: number): WebGLBuffer;
  141. public deleteInstancesBuffer(buffer: WebGLBuffer): void;
  142. public updateAndBindInstancesBuffer(instancesBuffer: WebGLBuffer, data: Float32Array, offsetLocations: number[]): void;
  143. public unBindInstancesBuffer(instancesBuffer: WebGLBuffer, offsetLocations: number[]): void;
  144. public applyStates(): void;
  145. public draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  146. public drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  147. public _releaseEffect(effect: Effect): void;
  148. public createEffect(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  149. public createEffectForParticles(fragmentName: string, uniformsNames?: string[], samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  150. public createShaderProgram(vertexCode: string, fragmentCode: string, defines: string): WebGLProgram;
  151. public getUniforms(shaderProgram: WebGLProgram, uniformsNames: string[]): WebGLUniformLocation[];
  152. public getAttributes(shaderProgram: WebGLProgram, attributesNames: string[]): number[];
  153. public enableEffect(effect: Effect): void;
  154. public setArray(uniform: WebGLUniformLocation, array: number[]): void;
  155. public setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  156. public setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  157. public setFloat(uniform: WebGLUniformLocation, value: number): void;
  158. public setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  159. public setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  160. public setBool(uniform: WebGLUniformLocation, bool: number): void;
  161. public setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  162. public setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  163. public setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  164. public setState(culling: boolean, force?: boolean): void;
  165. public setDepthBuffer(enable: boolean): void;
  166. public getDepthWrite(): boolean;
  167. public setDepthWrite(enable: boolean): void;
  168. public setColorWrite(enable: boolean): void;
  169. public setAlphaMode(mode: number): void;
  170. public setAlphaTesting(enable: boolean): void;
  171. public getAlphaTesting(): boolean;
  172. public wipeCaches(): void;
  173. public setSamplingMode(texture: WebGLTexture, samplingMode: number): void;
  174. public createTexture(url: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: () => void, onError?: () => void, buffer?: any): WebGLTexture;
  175. public createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): WebGLTexture;
  176. public updateDynamicTexture(texture: WebGLTexture, canvas: HTMLCanvasElement, invertY: boolean): void;
  177. public updateVideoTexture(texture: WebGLTexture, video: HTMLVideoElement, invertY: boolean): void;
  178. public createRenderTargetTexture(size: any, options: any): WebGLTexture;
  179. public createCubeTexture(rootUrl: string, scene: Scene, extensions: string[], noMipmap?: boolean): WebGLTexture;
  180. public _releaseTexture(texture: WebGLTexture): void;
  181. public bindSamplers(effect: Effect): void;
  182. public _bindTexture(channel: number, texture: WebGLTexture): void;
  183. public setTextureFromPostProcess(channel: number, postProcess: PostProcess): void;
  184. public setTexture(channel: number, texture: BaseTexture): void;
  185. public _setAnisotropicLevel(key: number, texture: BaseTexture): void;
  186. public readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  187. public dispose(): void;
  188. public displayLoadingUI(): void;
  189. public loadingUIText : string;
  190. public loadingUIBackgroundColor : string;
  191. public hideLoadingUI(): void;
  192. static isSupported(): boolean;
  193. }
  194. }
  195. interface Window {
  196. mozIndexedDB(func: any): any;
  197. webkitIndexedDB(func: any): any;
  198. IDBTransaction(func: any): any;
  199. webkitIDBTransaction(func: any): any;
  200. msIDBTransaction(func: any): any;
  201. IDBKeyRange(func: any): any;
  202. webkitIDBKeyRange(func: any): any;
  203. msIDBKeyRange(func: any): any;
  204. URL: HTMLURL;
  205. webkitURL: HTMLURL;
  206. webkitRequestAnimationFrame(func: any): any;
  207. mozRequestAnimationFrame(func: any): any;
  208. oRequestAnimationFrame(func: any): any;
  209. WebGLRenderingContext: WebGLRenderingContext;
  210. MSGesture: MSGesture;
  211. }
  212. interface HTMLURL {
  213. createObjectURL(param1: any, param2?: any): any;
  214. }
  215. interface Document {
  216. exitFullscreen(): void;
  217. webkitCancelFullScreen(): void;
  218. mozCancelFullScreen(): void;
  219. msCancelFullScreen(): void;
  220. webkitIsFullScreen: boolean;
  221. mozFullScreen: boolean;
  222. msIsFullScreen: boolean;
  223. fullscreen: boolean;
  224. mozPointerLockElement: HTMLElement;
  225. msPointerLockElement: HTMLElement;
  226. webkitPointerLockElement: HTMLElement;
  227. pointerLockElement: HTMLElement;
  228. }
  229. interface HTMLCanvasElement {
  230. requestPointerLock(): void;
  231. msRequestPointerLock(): void;
  232. mozRequestPointerLock(): void;
  233. webkitRequestPointerLock(): void;
  234. }
  235. interface WebGLTexture {
  236. isReady: boolean;
  237. isCube: boolean;
  238. url: string;
  239. noMipmap: boolean;
  240. references: number;
  241. generateMipMaps: boolean;
  242. _size: number;
  243. _baseWidth: number;
  244. _baseHeight: number;
  245. _width: number;
  246. _height: number;
  247. _workingCanvas: HTMLCanvasElement;
  248. _workingContext: CanvasRenderingContext2D;
  249. _framebuffer: WebGLFramebuffer;
  250. _depthBuffer: WebGLRenderbuffer;
  251. _cachedCoordinatesMode: number;
  252. _cachedWrapU: number;
  253. _cachedWrapV: number;
  254. }
  255. interface WebGLBuffer {
  256. references: number;
  257. capacity: number;
  258. }
  259. interface MouseEvent {
  260. movementX: number;
  261. movementY: number;
  262. mozMovementX: number;
  263. mozMovementY: number;
  264. webkitMovementX: number;
  265. webkitMovementY: number;
  266. msMovementX: number;
  267. msMovementY: number;
  268. }
  269. interface MSStyleCSSProperties {
  270. webkitTransform: string;
  271. webkitTransition: string;
  272. }
  273. interface Navigator {
  274. getVRDevices: () => any;
  275. mozGetVRDevices: (any: any) => any;
  276. isCocoonJS: boolean;
  277. }
  278. declare module BABYLON {
  279. class Node {
  280. public parent: Node;
  281. public name: string;
  282. public id: string;
  283. public state: string;
  284. public animations: Animation[];
  285. public onReady: (node: Node) => void;
  286. private _childrenFlag;
  287. private _isEnabled;
  288. private _isReady;
  289. public _currentRenderId: number;
  290. public _waitingParentId: string;
  291. private _scene;
  292. public _cache: any;
  293. constructor(name: string, scene: any);
  294. public getScene(): Scene;
  295. public getEngine(): Engine;
  296. public getWorldMatrix(): Matrix;
  297. public _initCache(): void;
  298. public updateCache(force?: boolean): void;
  299. public _updateCache(ignoreParentClass?: boolean): void;
  300. public _isSynchronized(): boolean;
  301. public isSynchronizedWithParent(): boolean;
  302. public isSynchronized(updateCache?: boolean): boolean;
  303. public hasNewParent(update?: boolean): boolean;
  304. public isReady(): boolean;
  305. public isEnabled(): boolean;
  306. public setEnabled(value: boolean): void;
  307. public isDescendantOf(ancestor: Node): boolean;
  308. public _getDescendants(list: Node[], results: Node[]): void;
  309. public getDescendants(): Node[];
  310. public _setReady(state: boolean): void;
  311. }
  312. }
  313. declare module BABYLON {
  314. interface IDisposable {
  315. dispose(): void;
  316. }
  317. class Scene {
  318. static FOGMODE_NONE: number;
  319. static FOGMODE_EXP: number;
  320. static FOGMODE_EXP2: number;
  321. static FOGMODE_LINEAR: number;
  322. static MinDeltaTime: number;
  323. static MaxDeltaTime: number;
  324. public autoClear: boolean;
  325. public clearColor: any;
  326. public ambientColor: Color3;
  327. public beforeRender: () => void;
  328. public afterRender: () => void;
  329. public onDispose: () => void;
  330. public beforeCameraRender: (camera: Camera) => void;
  331. public afterCameraRender: (camera: Camera) => void;
  332. public forceWireframe: boolean;
  333. public clipPlane: Plane;
  334. private _onPointerMove;
  335. private _onPointerDown;
  336. public onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  337. public cameraToUseForPointers: Camera;
  338. private _pointerX;
  339. private _pointerY;
  340. private _meshUnderPointer;
  341. private _onKeyDown;
  342. private _onKeyUp;
  343. public fogMode: number;
  344. public fogColor: Color3;
  345. public fogDensity: number;
  346. public fogStart: number;
  347. public fogEnd: number;
  348. public shadowsEnabled: boolean;
  349. public lightsEnabled: boolean;
  350. public lights: Light[];
  351. public cameras: Camera[];
  352. public activeCameras: Camera[];
  353. public activeCamera: Camera;
  354. public meshes: AbstractMesh[];
  355. private _geometries;
  356. public materials: Material[];
  357. public multiMaterials: MultiMaterial[];
  358. public defaultMaterial: StandardMaterial;
  359. public texturesEnabled: boolean;
  360. public textures: BaseTexture[];
  361. public particlesEnabled: boolean;
  362. public particleSystems: ParticleSystem[];
  363. public spriteManagers: SpriteManager[];
  364. public layers: Layer[];
  365. public skeletons: Skeleton[];
  366. public lensFlaresEnabled: boolean;
  367. public lensFlareSystems: LensFlareSystem[];
  368. public collisionsEnabled: boolean;
  369. public gravity: Vector3;
  370. public postProcessesEnabled: boolean;
  371. public postProcessManager: PostProcessManager;
  372. public postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  373. public renderTargetsEnabled: boolean;
  374. public customRenderTargets: RenderTargetTexture[];
  375. public useDelayedTextureLoading: boolean;
  376. public importedMeshesFiles: String[];
  377. public database: any;
  378. public actionManager: ActionManager;
  379. public _actionManagers: ActionManager[];
  380. private _meshesForIntersections;
  381. public proceduralTexturesEnabled: boolean;
  382. public _proceduralTextures: ProceduralTexture[];
  383. private _engine;
  384. private _totalVertices;
  385. public _activeVertices: number;
  386. public _activeParticles: number;
  387. private _lastFrameDuration;
  388. private _evaluateActiveMeshesDuration;
  389. private _renderTargetsDuration;
  390. public _particlesDuration: number;
  391. private _renderDuration;
  392. public _spritesDuration: number;
  393. private _animationRatio;
  394. private _animationStartDate;
  395. private _renderId;
  396. private _executeWhenReadyTimeoutId;
  397. public _toBeDisposed: SmartArray<IDisposable>;
  398. private _onReadyCallbacks;
  399. private _pendingData;
  400. private _onBeforeRenderCallbacks;
  401. private _activeMeshes;
  402. private _processedMaterials;
  403. private _renderTargets;
  404. public _activeParticleSystems: SmartArray<ParticleSystem>;
  405. private _activeSkeletons;
  406. private _renderingManager;
  407. private _physicsEngine;
  408. public _activeAnimatables: Animatable[];
  409. private _transformMatrix;
  410. private _pickWithRayInverseMatrix;
  411. private _scaledPosition;
  412. private _scaledVelocity;
  413. private _boundingBoxRenderer;
  414. private _outlineRenderer;
  415. private _viewMatrix;
  416. private _projectionMatrix;
  417. private _frustumPlanes;
  418. private _selectionOctree;
  419. private _pointerOverMesh;
  420. constructor(engine: Engine);
  421. public meshUnderPointer : AbstractMesh;
  422. public pointerX : number;
  423. public pointerY : number;
  424. public getBoundingBoxRenderer(): BoundingBoxRenderer;
  425. public getOutlineRenderer(): OutlineRenderer;
  426. public getEngine(): Engine;
  427. public getTotalVertices(): number;
  428. public getActiveVertices(): number;
  429. public getActiveParticles(): number;
  430. public getLastFrameDuration(): number;
  431. public getEvaluateActiveMeshesDuration(): number;
  432. public getActiveMeshes(): SmartArray<Mesh>;
  433. public getRenderTargetsDuration(): number;
  434. public getRenderDuration(): number;
  435. public getParticlesDuration(): number;
  436. public getSpritesDuration(): number;
  437. public getAnimationRatio(): number;
  438. public getRenderId(): number;
  439. private _updatePointerPosition(evt);
  440. public attachControl(): void;
  441. public detachControl(): void;
  442. public isReady(): boolean;
  443. public registerBeforeRender(func: () => void): void;
  444. public unregisterBeforeRender(func: () => void): void;
  445. public _addPendingData(data: any): void;
  446. public _removePendingData(data: any): void;
  447. public getWaitingItemsCount(): number;
  448. public executeWhenReady(func: () => void): void;
  449. public _checkIsReady(): void;
  450. public beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable): Animatable;
  451. public beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Animatable;
  452. public getAnimatableByTarget(target: any): Animatable;
  453. public stopAnimation(target: any): void;
  454. private _animate();
  455. public getViewMatrix(): Matrix;
  456. public getProjectionMatrix(): Matrix;
  457. public getTransformMatrix(): Matrix;
  458. public setTransformMatrix(view: Matrix, projection: Matrix): void;
  459. public setActiveCameraByID(id: string): Camera;
  460. public setActiveCameraByName(name: string): Camera;
  461. public getMaterialByID(id: string): Material;
  462. public getMaterialByName(name: string): Material;
  463. public getCameraByID(id: string): Camera;
  464. public getCameraByName(name: string): Camera;
  465. public getLightByName(name: string): Light;
  466. public getLightByID(id: string): Light;
  467. public getGeometryByID(id: string): Geometry;
  468. public pushGeometry(geometry: Geometry, force?: boolean): boolean;
  469. public getGeometries(): Geometry[];
  470. public getMeshByID(id: string): AbstractMesh;
  471. public getLastMeshByID(id: string): AbstractMesh;
  472. public getLastEntryByID(id: string): Node;
  473. public getMeshByName(name: string): AbstractMesh;
  474. public getLastSkeletonByID(id: string): Skeleton;
  475. public getSkeletonById(id: string): Skeleton;
  476. public getSkeletonByName(name: string): Skeleton;
  477. public isActiveMesh(mesh: Mesh): boolean;
  478. private _evaluateSubMesh(subMesh, mesh);
  479. private _evaluateActiveMeshes();
  480. private _activeMesh(mesh);
  481. public updateTransformMatrix(force?: boolean): void;
  482. private _renderForCamera(camera);
  483. private _processSubCameras(camera);
  484. private _checkIntersections();
  485. public render(): void;
  486. public dispose(): void;
  487. public _getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, finalPosition: Vector3, excludedMesh?: AbstractMesh): void;
  488. private _collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh?);
  489. public createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  490. public createPickingRay(x: number, y: number, world: Matrix, camera: Camera): Ray;
  491. private _internalPick(rayFunction, predicate, fastCheck?);
  492. public pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Camera): PickingInfo;
  493. public pickWithRay(ray: Ray, predicate: (mesh: Mesh) => boolean, fastCheck?: boolean): PickingInfo;
  494. public setPointerOverMesh(mesh: AbstractMesh): void;
  495. public getPointerOverMesh(): AbstractMesh;
  496. public getPhysicsEngine(): PhysicsEngine;
  497. public enablePhysics(gravity: Vector3, plugin?: IPhysicsEnginePlugin): boolean;
  498. public disablePhysicsEngine(): void;
  499. public isPhysicsEnabled(): boolean;
  500. public setGravity(gravity: Vector3): void;
  501. public createCompoundImpostor(parts: any, options: PhysicsBodyCreationOptions): any;
  502. public deleteCompoundImpostor(compound: any): void;
  503. private _getByTags(list, tagsQuery);
  504. public getMeshesByTags(tagsQuery: string): Mesh[];
  505. public getCamerasByTags(tagsQuery: string): Camera[];
  506. public getLightsByTags(tagsQuery: string): Light[];
  507. public getMaterialByTags(tagsQuery: string): Material[];
  508. }
  509. }
  510. declare module BABYLON {
  511. class Action {
  512. public triggerOptions: any;
  513. public trigger: number;
  514. public _actionManager: ActionManager;
  515. private _nextActiveAction;
  516. private _child;
  517. private _condition;
  518. private _triggerParameter;
  519. constructor(triggerOptions: any, condition?: Condition);
  520. public _prepare(): void;
  521. public getTriggerParameter(): any;
  522. public _executeCurrent(evt: ActionEvent): void;
  523. public execute(evt: ActionEvent): void;
  524. public then(action: Action): Action;
  525. public _getProperty(propertyPath: string): string;
  526. public _getEffectiveTarget(target: any, propertyPath: string): any;
  527. }
  528. }
  529. declare module BABYLON {
  530. class ActionEvent {
  531. public source: AbstractMesh;
  532. public pointerX: number;
  533. public pointerY: number;
  534. public meshUnderPointer: AbstractMesh;
  535. public sourceEvent: any;
  536. constructor(source: AbstractMesh, pointerX: number, pointerY: number, meshUnderPointer: AbstractMesh, sourceEvent?: any);
  537. static CreateNew(source: AbstractMesh): ActionEvent;
  538. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  539. }
  540. class ActionManager {
  541. private static _NothingTrigger;
  542. private static _OnPickTrigger;
  543. private static _OnLeftPickTrigger;
  544. private static _OnRightPickTrigger;
  545. private static _OnCenterPickTrigger;
  546. private static _OnPointerOverTrigger;
  547. private static _OnPointerOutTrigger;
  548. private static _OnEveryFrameTrigger;
  549. private static _OnIntersectionEnterTrigger;
  550. private static _OnIntersectionExitTrigger;
  551. private static _OnKeyDownTrigger;
  552. private static _OnKeyUpTrigger;
  553. static NothingTrigger : number;
  554. static OnPickTrigger : number;
  555. static OnLeftPickTrigger : number;
  556. static OnRightPickTrigger : number;
  557. static OnCenterPickTrigger : number;
  558. static OnPointerOverTrigger : number;
  559. static OnPointerOutTrigger : number;
  560. static OnEveryFrameTrigger : number;
  561. static OnIntersectionEnterTrigger : number;
  562. static OnIntersectionExitTrigger : number;
  563. static OnKeyDownTrigger : number;
  564. static OnKeyUpTrigger : number;
  565. public actions: Action[];
  566. private _scene;
  567. constructor(scene: Scene);
  568. public dispose(): void;
  569. public getScene(): Scene;
  570. public hasSpecificTriggers(triggers: number[]): boolean;
  571. public hasPointerTriggers : boolean;
  572. public hasPickTriggers : boolean;
  573. public registerAction(action: Action): Action;
  574. public processTrigger(trigger: number, evt: ActionEvent): void;
  575. public _getEffectiveTarget(target: any, propertyPath: string): any;
  576. public _getProperty(propertyPath: string): string;
  577. }
  578. }
  579. declare module BABYLON {
  580. class Condition {
  581. public _actionManager: ActionManager;
  582. public _evaluationId: number;
  583. public _currentResult: boolean;
  584. constructor(actionManager: ActionManager);
  585. public isValid(): boolean;
  586. public _getProperty(propertyPath: string): string;
  587. public _getEffectiveTarget(target: any, propertyPath: string): any;
  588. }
  589. class ValueCondition extends Condition {
  590. public propertyPath: string;
  591. public value: any;
  592. public operator: number;
  593. private static _IsEqual;
  594. private static _IsDifferent;
  595. private static _IsGreater;
  596. private static _IsLesser;
  597. static IsEqual : number;
  598. static IsDifferent : number;
  599. static IsGreater : number;
  600. static IsLesser : number;
  601. public _actionManager: ActionManager;
  602. private _target;
  603. private _property;
  604. constructor(actionManager: ActionManager, target: any, propertyPath: string, value: any, operator?: number);
  605. public isValid(): boolean;
  606. }
  607. class PredicateCondition extends Condition {
  608. public predicate: () => boolean;
  609. public _actionManager: ActionManager;
  610. constructor(actionManager: ActionManager, predicate: () => boolean);
  611. public isValid(): boolean;
  612. }
  613. class StateCondition extends Condition {
  614. public value: string;
  615. public _actionManager: ActionManager;
  616. private _target;
  617. constructor(actionManager: ActionManager, target: any, value: string);
  618. public isValid(): boolean;
  619. }
  620. }
  621. declare module BABYLON {
  622. class SwitchBooleanAction extends Action {
  623. public propertyPath: string;
  624. private _target;
  625. private _property;
  626. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  627. public _prepare(): void;
  628. public execute(): void;
  629. }
  630. class SetStateAction extends Action {
  631. public value: string;
  632. private _target;
  633. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  634. public execute(): void;
  635. }
  636. class SetValueAction extends Action {
  637. public propertyPath: string;
  638. public value: any;
  639. private _target;
  640. private _property;
  641. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  642. public _prepare(): void;
  643. public execute(): void;
  644. }
  645. class IncrementValueAction extends Action {
  646. public propertyPath: string;
  647. public value: any;
  648. private _target;
  649. private _property;
  650. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  651. public _prepare(): void;
  652. public execute(): void;
  653. }
  654. class PlayAnimationAction extends Action {
  655. public from: number;
  656. public to: number;
  657. public loop: boolean;
  658. private _target;
  659. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  660. public _prepare(): void;
  661. public execute(): void;
  662. }
  663. class StopAnimationAction extends Action {
  664. private _target;
  665. constructor(triggerOptions: any, target: any, condition?: Condition);
  666. public _prepare(): void;
  667. public execute(): void;
  668. }
  669. class DoNothingAction extends Action {
  670. constructor(triggerOptions?: any, condition?: Condition);
  671. public execute(): void;
  672. }
  673. class CombineAction extends Action {
  674. public children: Action[];
  675. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  676. public _prepare(): void;
  677. public execute(evt: ActionEvent): void;
  678. }
  679. class ExecuteCodeAction extends Action {
  680. public func: (evt: ActionEvent) => void;
  681. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  682. public execute(evt: ActionEvent): void;
  683. }
  684. class SetParentAction extends Action {
  685. private _parent;
  686. private _target;
  687. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  688. public _prepare(): void;
  689. public execute(): void;
  690. }
  691. }
  692. declare module BABYLON {
  693. class InterpolateValueAction extends Action {
  694. public propertyPath: string;
  695. public value: any;
  696. public duration: number;
  697. public stopOtherAnimations: boolean;
  698. private _target;
  699. private _property;
  700. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean);
  701. public _prepare(): void;
  702. public execute(): void;
  703. }
  704. }
  705. declare module BABYLON {
  706. class Animatable {
  707. public target: any;
  708. public fromFrame: number;
  709. public toFrame: number;
  710. public loopAnimation: boolean;
  711. public speedRatio: number;
  712. public onAnimationEnd: any;
  713. private _localDelayOffset;
  714. private _pausedDelay;
  715. private _animations;
  716. private _paused;
  717. private _scene;
  718. public animationStarted: boolean;
  719. constructor(scene: Scene, target: any, fromFrame?: number, toFrame?: number, loopAnimation?: boolean, speedRatio?: number, onAnimationEnd?: any, animations?: any);
  720. public appendAnimations(target: any, animations: Animation[]): void;
  721. public getAnimationByTargetProperty(property: string): Animation;
  722. public pause(): void;
  723. public restart(): void;
  724. public stop(): void;
  725. public _animate(delay: number): boolean;
  726. }
  727. }
  728. declare module BABYLON {
  729. class Animation {
  730. public name: string;
  731. public targetProperty: string;
  732. public framePerSecond: number;
  733. public dataType: number;
  734. public loopMode: number;
  735. private _keys;
  736. private _offsetsCache;
  737. private _highLimitsCache;
  738. private _stopped;
  739. public _target: any;
  740. public targetPropertyPath: string[];
  741. public currentFrame: number;
  742. constructor(name: string, targetProperty: string, framePerSecond: number, dataType: number, loopMode?: number);
  743. public isStopped(): boolean;
  744. public getKeys(): any[];
  745. public floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  746. public quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  747. public vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  748. public vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  749. public color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  750. public clone(): Animation;
  751. public setKeys(values: any[]): void;
  752. private _interpolate(currentFrame, repeatCount, loopMode, offsetValue?, highLimitValue?);
  753. public animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number): boolean;
  754. private static _ANIMATIONTYPE_FLOAT;
  755. private static _ANIMATIONTYPE_VECTOR3;
  756. private static _ANIMATIONTYPE_QUATERNION;
  757. private static _ANIMATIONTYPE_MATRIX;
  758. private static _ANIMATIONTYPE_COLOR3;
  759. private static _ANIMATIONTYPE_VECTOR2;
  760. private static _ANIMATIONLOOPMODE_RELATIVE;
  761. private static _ANIMATIONLOOPMODE_CYCLE;
  762. private static _ANIMATIONLOOPMODE_CONSTANT;
  763. static ANIMATIONTYPE_FLOAT : number;
  764. static ANIMATIONTYPE_VECTOR3 : number;
  765. static ANIMATIONTYPE_VECTOR2 : number;
  766. static ANIMATIONTYPE_QUATERNION : number;
  767. static ANIMATIONTYPE_MATRIX : number;
  768. static ANIMATIONTYPE_COLOR3 : number;
  769. static ANIMATIONLOOPMODE_RELATIVE : number;
  770. static ANIMATIONLOOPMODE_CYCLE : number;
  771. static ANIMATIONLOOPMODE_CONSTANT : number;
  772. }
  773. }
  774. declare module BABYLON {
  775. class Bone {
  776. public name: string;
  777. public children: Bone[];
  778. public animations: Animation[];
  779. private _skeleton;
  780. private _matrix;
  781. private _baseMatrix;
  782. private _worldTransform;
  783. private _absoluteTransform;
  784. private _invertedAbsoluteTransform;
  785. private _parent;
  786. constructor(name: string, skeleton: Skeleton, parentBone: Bone, matrix: Matrix);
  787. public getParent(): Bone;
  788. public getLocalMatrix(): Matrix;
  789. public getBaseMatrix(): Matrix;
  790. public getWorldMatrix(): Matrix;
  791. public getInvertedAbsoluteTransform(): Matrix;
  792. public getAbsoluteMatrix(): Matrix;
  793. public updateMatrix(matrix: Matrix): void;
  794. private _updateDifferenceMatrix();
  795. public markAsDirty(): void;
  796. }
  797. }
  798. declare module BABYLON {
  799. class Skeleton {
  800. public name: string;
  801. public id: string;
  802. public bones: Bone[];
  803. private _scene;
  804. private _isDirty;
  805. private _transformMatrices;
  806. private _animatables;
  807. private _identity;
  808. constructor(name: string, id: string, scene: Scene);
  809. public getTransformMatrices(): Float32Array;
  810. public _markAsDirty(): void;
  811. public prepare(): void;
  812. public getAnimatables(): IAnimatable[];
  813. public clone(name: string, id: string): Skeleton;
  814. }
  815. }
  816. declare module BABYLON {
  817. class AnaglyphArcRotateCamera extends ArcRotateCamera {
  818. private _eyeSpace;
  819. private _leftCamera;
  820. private _rightCamera;
  821. constructor(name: string, alpha: number, beta: number, radius: number, target: any, eyeSpace: number, scene: any);
  822. public _update(): void;
  823. public _updateCamera(camera: ArcRotateCamera): void;
  824. }
  825. class AnaglyphFreeCamera extends FreeCamera {
  826. private _eyeSpace;
  827. private _leftCamera;
  828. private _rightCamera;
  829. private _transformMatrix;
  830. constructor(name: string, position: Vector3, eyeSpace: number, scene: Scene);
  831. public _getSubCameraPosition(eyeSpace: any, result: any): void;
  832. public _update(): void;
  833. public _updateCamera(camera: FreeCamera): void;
  834. }
  835. }
  836. declare module BABYLON {
  837. class ArcRotateCamera extends Camera {
  838. public alpha: number;
  839. public beta: number;
  840. public radius: number;
  841. public target: any;
  842. public inertialAlphaOffset: number;
  843. public inertialBetaOffset: number;
  844. public inertialRadiusOffset: number;
  845. public lowerAlphaLimit: any;
  846. public upperAlphaLimit: any;
  847. public lowerBetaLimit: number;
  848. public upperBetaLimit: number;
  849. public lowerRadiusLimit: any;
  850. public upperRadiusLimit: any;
  851. public angularSensibility: number;
  852. public wheelPrecision: number;
  853. public keysUp: number[];
  854. public keysDown: number[];
  855. public keysLeft: number[];
  856. public keysRight: number[];
  857. public zoomOnFactor: number;
  858. public targetScreenOffset: Vector2;
  859. private _keys;
  860. private _viewMatrix;
  861. private _attachedElement;
  862. private _onPointerDown;
  863. private _onPointerUp;
  864. private _onPointerMove;
  865. private _wheel;
  866. private _onMouseMove;
  867. private _onKeyDown;
  868. private _onKeyUp;
  869. private _onLostFocus;
  870. private _reset;
  871. private _onGestureStart;
  872. private _onGesture;
  873. private _MSGestureHandler;
  874. public onCollide: (collidedMesh: AbstractMesh) => void;
  875. public checkCollisions: boolean;
  876. public collisionRadius: Vector3;
  877. private _collider;
  878. private _previousPosition;
  879. private _collisionVelocity;
  880. private _newPosition;
  881. private _previousAlpha;
  882. private _previousBeta;
  883. private _previousRadius;
  884. public pinchPrecision: number;
  885. private _touchStart;
  886. private _touchMove;
  887. private _touchEnd;
  888. private _pinchStart;
  889. private _pinchMove;
  890. private _pinchEnd;
  891. constructor(name: string, alpha: number, beta: number, radius: number, target: any, scene: Scene);
  892. public _getTargetPosition(): Vector3;
  893. public _initCache(): void;
  894. public _updateCache(ignoreParentClass?: boolean): void;
  895. public _isSynchronizedViewMatrix(): boolean;
  896. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  897. public detachControl(element: HTMLElement): void;
  898. public _update(): void;
  899. public setPosition(position: Vector3): void;
  900. public _getViewMatrix(): Matrix;
  901. public zoomOn(meshes?: AbstractMesh[]): void;
  902. public focusOn(meshesOrMinMaxVectorAndDistance: any): void;
  903. }
  904. }
  905. declare module BABYLON {
  906. class Camera extends Node {
  907. public position: Vector3;
  908. static PERSPECTIVE_CAMERA: number;
  909. static ORTHOGRAPHIC_CAMERA: number;
  910. public upVector: Vector3;
  911. public orthoLeft: any;
  912. public orthoRight: any;
  913. public orthoBottom: any;
  914. public orthoTop: any;
  915. public fov: number;
  916. public minZ: number;
  917. public maxZ: number;
  918. public inertia: number;
  919. public mode: number;
  920. public isIntermediate: boolean;
  921. public viewport: Viewport;
  922. public subCameras: any[];
  923. public layerMask: number;
  924. private _computedViewMatrix;
  925. public _projectionMatrix: Matrix;
  926. private _worldMatrix;
  927. public _postProcesses: PostProcess[];
  928. public _postProcessesTakenIndices: any[];
  929. constructor(name: string, position: Vector3, scene: Scene);
  930. public _initCache(): void;
  931. public _updateCache(ignoreParentClass?: boolean): void;
  932. public _updateFromScene(): void;
  933. public _isSynchronized(): boolean;
  934. public _isSynchronizedViewMatrix(): boolean;
  935. public _isSynchronizedProjectionMatrix(): boolean;
  936. public attachControl(element: HTMLElement): void;
  937. public detachControl(element: HTMLElement): void;
  938. public _update(): void;
  939. public attachPostProcess(postProcess: PostProcess, insertAt?: number): number;
  940. public detachPostProcess(postProcess: PostProcess, atIndices?: any): number[];
  941. public getWorldMatrix(): Matrix;
  942. public _getViewMatrix(): Matrix;
  943. public getViewMatrix(): Matrix;
  944. public _computeViewMatrix(force?: boolean): Matrix;
  945. public getProjectionMatrix(force?: boolean): Matrix;
  946. public dispose(): void;
  947. }
  948. }
  949. declare module BABYLON {
  950. class DeviceOrientationCamera extends FreeCamera {
  951. private _offsetX;
  952. private _offsetY;
  953. private _orientationGamma;
  954. private _orientationBeta;
  955. private _initialOrientationGamma;
  956. private _initialOrientationBeta;
  957. private _attachedCanvas;
  958. private _orientationChanged;
  959. public angularSensibility: number;
  960. public moveSensibility: number;
  961. constructor(name: string, position: Vector3, scene: Scene);
  962. public attachControl(canvas: HTMLCanvasElement, noPreventDefault: boolean): void;
  963. public detachControl(canvas: HTMLCanvasElement): void;
  964. public _checkInputs(): void;
  965. }
  966. }
  967. declare module BABYLON {
  968. class FollowCamera extends TargetCamera {
  969. public radius: number;
  970. public rotationOffset: number;
  971. public heightOffset: number;
  972. public cameraAcceleration: number;
  973. public maxCameraSpeed: number;
  974. public target: AbstractMesh;
  975. constructor(name: string, position: Vector3, scene: Scene);
  976. private getRadians(degrees);
  977. private follow(cameraTarget);
  978. public _update(): void;
  979. }
  980. }
  981. declare module BABYLON {
  982. class FreeCamera extends TargetCamera {
  983. public ellipsoid: Vector3;
  984. public keysUp: number[];
  985. public keysDown: number[];
  986. public keysLeft: number[];
  987. public keysRight: number[];
  988. public checkCollisions: boolean;
  989. public applyGravity: boolean;
  990. public angularSensibility: number;
  991. public onCollide: (collidedMesh: AbstractMesh) => void;
  992. private _keys;
  993. private _collider;
  994. private _needMoveForGravity;
  995. private _oldPosition;
  996. private _diffPosition;
  997. private _newPosition;
  998. private _attachedElement;
  999. private _localDirection;
  1000. private _transformedDirection;
  1001. private _onMouseDown;
  1002. private _onMouseUp;
  1003. private _onMouseOut;
  1004. private _onMouseMove;
  1005. private _onKeyDown;
  1006. private _onKeyUp;
  1007. public _onLostFocus: (e: FocusEvent) => any;
  1008. public _waitingLockedTargetId: string;
  1009. constructor(name: string, position: Vector3, scene: Scene);
  1010. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1011. public detachControl(element: HTMLElement): void;
  1012. public _collideWithWorld(velocity: Vector3): void;
  1013. public _checkInputs(): void;
  1014. public _decideIfNeedsToMove(): boolean;
  1015. public _updatePosition(): void;
  1016. public _update(): void;
  1017. }
  1018. }
  1019. declare module BABYLON {
  1020. class GamepadCamera extends FreeCamera {
  1021. private _gamepad;
  1022. private _gamepads;
  1023. public angularSensibility: number;
  1024. public moveSensibility: number;
  1025. constructor(name: string, position: Vector3, scene: Scene);
  1026. private _onNewGameConnected(gamepad);
  1027. public _checkInputs(): void;
  1028. public dispose(): void;
  1029. }
  1030. }
  1031. declare module BABYLON {
  1032. class OculusCamera extends FreeCamera {
  1033. private _leftCamera;
  1034. private _rightCamera;
  1035. private _offsetOrientation;
  1036. private _deviceOrientationHandler;
  1037. constructor(name: string, position: Vector3, scene: Scene);
  1038. public _update(): void;
  1039. public _updateCamera(camera: FreeCamera): void;
  1040. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1041. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1042. public detachControl(element: HTMLElement): void;
  1043. }
  1044. }
  1045. declare module BABYLON {
  1046. class OculusGamepadCamera extends FreeCamera {
  1047. private _leftCamera;
  1048. private _rightCamera;
  1049. private _offsetOrientation;
  1050. private _deviceOrientationHandler;
  1051. private _gamepad;
  1052. private _gamepads;
  1053. public angularSensibility: number;
  1054. public moveSensibility: number;
  1055. constructor(name: string, position: Vector3, scene: Scene);
  1056. private _onNewGameConnected(gamepad);
  1057. public _update(): void;
  1058. public _checkInputs(): void;
  1059. public _updateCamera(camera: FreeCamera): void;
  1060. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1061. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1062. public detachControl(element: HTMLElement): void;
  1063. public dispose(): void;
  1064. }
  1065. }
  1066. declare module BABYLON {
  1067. class TargetCamera extends Camera {
  1068. public cameraDirection: Vector3;
  1069. public cameraRotation: Vector2;
  1070. public rotation: Vector3;
  1071. public speed: number;
  1072. public noRotationConstraint: boolean;
  1073. public lockedTarget: any;
  1074. public _currentTarget: Vector3;
  1075. public _viewMatrix: Matrix;
  1076. public _camMatrix: Matrix;
  1077. public _cameraTransformMatrix: Matrix;
  1078. public _cameraRotationMatrix: Matrix;
  1079. public _referencePoint: Vector3;
  1080. public _transformedReferencePoint: Vector3;
  1081. public _lookAtTemp: Matrix;
  1082. public _tempMatrix: Matrix;
  1083. public _reset: () => void;
  1084. public _waitingLockedTargetId: string;
  1085. constructor(name: string, position: Vector3, scene: Scene);
  1086. public _getLockedTargetPosition(): Vector3;
  1087. public _initCache(): void;
  1088. public _updateCache(ignoreParentClass?: boolean): void;
  1089. public _isSynchronizedViewMatrix(): boolean;
  1090. public _computeLocalCameraSpeed(): number;
  1091. public setTarget(target: Vector3): void;
  1092. public getTarget(): Vector3;
  1093. public _decideIfNeedsToMove(): boolean;
  1094. public _updatePosition(): void;
  1095. public _update(): void;
  1096. public _getViewMatrix(): Matrix;
  1097. }
  1098. }
  1099. declare module BABYLON {
  1100. class TouchCamera extends FreeCamera {
  1101. private _offsetX;
  1102. private _offsetY;
  1103. private _pointerCount;
  1104. private _pointerPressed;
  1105. private _attachedCanvas;
  1106. private _onPointerDown;
  1107. private _onPointerUp;
  1108. private _onPointerMove;
  1109. public angularSensibility: number;
  1110. public moveSensibility: number;
  1111. constructor(name: string, position: Vector3, scene: Scene);
  1112. public attachControl(canvas: HTMLCanvasElement, noPreventDefault: boolean): void;
  1113. public detachControl(canvas: HTMLCanvasElement): void;
  1114. public _checkInputs(): void;
  1115. }
  1116. }
  1117. declare module BABYLON {
  1118. class VirtualJoysticksCamera extends FreeCamera {
  1119. private _leftjoystick;
  1120. private _rightjoystick;
  1121. constructor(name: string, position: Vector3, scene: Scene);
  1122. public _checkInputs(): void;
  1123. public dispose(): void;
  1124. }
  1125. }
  1126. declare module BABYLON {
  1127. class VRDeviceOrientationCamera extends OculusCamera {
  1128. public _alpha: number;
  1129. public _beta: number;
  1130. public _gamma: number;
  1131. constructor(name: string, position: Vector3, scene: Scene);
  1132. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1133. }
  1134. }
  1135. declare var HMDVRDevice: any;
  1136. declare var PositionSensorVRDevice: any;
  1137. declare module BABYLON {
  1138. class WebVRCamera extends OculusCamera {
  1139. public _hmdDevice: any;
  1140. public _sensorDevice: any;
  1141. public _cacheState: any;
  1142. public _cacheQuaternion: Quaternion;
  1143. public _cacheRotation: Vector3;
  1144. public _vrEnabled: boolean;
  1145. constructor(name: string, position: Vector3, scene: Scene);
  1146. private _getWebVRDevices(devices);
  1147. public _update(): void;
  1148. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1149. public detachControl(element: HTMLElement): void;
  1150. }
  1151. }
  1152. declare module BABYLON {
  1153. class Collider {
  1154. public radius: Vector3;
  1155. public retry: number;
  1156. public velocity: Vector3;
  1157. public basePoint: Vector3;
  1158. public epsilon: number;
  1159. public collisionFound: boolean;
  1160. public velocityWorldLength: number;
  1161. public basePointWorld: Vector3;
  1162. public velocityWorld: Vector3;
  1163. public normalizedVelocity: Vector3;
  1164. public initialVelocity: Vector3;
  1165. public initialPosition: Vector3;
  1166. public nearestDistance: number;
  1167. public intersectionPoint: Vector3;
  1168. public collidedMesh: AbstractMesh;
  1169. private _collisionPoint;
  1170. private _planeIntersectionPoint;
  1171. private _tempVector;
  1172. private _tempVector2;
  1173. private _tempVector3;
  1174. private _tempVector4;
  1175. private _edge;
  1176. private _baseToVertex;
  1177. private _destinationPoint;
  1178. private _slidePlaneNormal;
  1179. private _displacementVector;
  1180. public _initialize(source: Vector3, dir: Vector3, e: number): void;
  1181. public _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  1182. public _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  1183. public _testTriangle(faceIndex: number, subMesh: SubMesh, p1: Vector3, p2: Vector3, p3: Vector3): void;
  1184. public _collide(subMesh: any, pts: Vector3[], indices: number[], indexStart: number, indexEnd: number, decal: number): void;
  1185. public _getResponse(pos: Vector3, vel: Vector3): void;
  1186. }
  1187. }
  1188. declare module BABYLON {
  1189. class IntersectionInfo {
  1190. public bu: number;
  1191. public bv: number;
  1192. public distance: number;
  1193. public faceId: number;
  1194. constructor(bu: number, bv: number, distance: number);
  1195. }
  1196. class PickingInfo {
  1197. public hit: boolean;
  1198. public distance: number;
  1199. public pickedPoint: Vector3;
  1200. public pickedMesh: AbstractMesh;
  1201. public bu: number;
  1202. public bv: number;
  1203. public faceId: number;
  1204. public getNormal(): Vector3;
  1205. public getTextureCoordinates(): Vector2;
  1206. }
  1207. }
  1208. declare module BABYLON {
  1209. class BoundingBox {
  1210. public minimum: Vector3;
  1211. public maximum: Vector3;
  1212. public vectors: Vector3[];
  1213. public center: Vector3;
  1214. public extendSize: Vector3;
  1215. public directions: Vector3[];
  1216. public vectorsWorld: Vector3[];
  1217. public minimumWorld: Vector3;
  1218. public maximumWorld: Vector3;
  1219. private _worldMatrix;
  1220. constructor(minimum: Vector3, maximum: Vector3);
  1221. public getWorldMatrix(): Matrix;
  1222. public _update(world: Matrix): void;
  1223. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1224. public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  1225. public intersectsPoint(point: Vector3): boolean;
  1226. public intersectsSphere(sphere: BoundingSphere): boolean;
  1227. public intersectsMinMax(min: Vector3, max: Vector3): boolean;
  1228. static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
  1229. static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
  1230. static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
  1231. static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
  1232. }
  1233. }
  1234. declare module BABYLON {
  1235. class BoundingInfo {
  1236. public minimum: Vector3;
  1237. public maximum: Vector3;
  1238. public boundingBox: BoundingBox;
  1239. public boundingSphere: BoundingSphere;
  1240. constructor(minimum: Vector3, maximum: Vector3);
  1241. public _update(world: Matrix): void;
  1242. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1243. public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  1244. public _checkCollision(collider: Collider): boolean;
  1245. public intersectsPoint(point: Vector3): boolean;
  1246. public intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
  1247. }
  1248. }
  1249. declare module BABYLON {
  1250. class BoundingSphere {
  1251. public minimum: Vector3;
  1252. public maximum: Vector3;
  1253. public center: Vector3;
  1254. public radius: number;
  1255. public centerWorld: Vector3;
  1256. public radiusWorld: number;
  1257. private _tempRadiusVector;
  1258. constructor(minimum: Vector3, maximum: Vector3);
  1259. public _update(world: Matrix): void;
  1260. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1261. public intersectsPoint(point: Vector3): boolean;
  1262. static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
  1263. }
  1264. }
  1265. declare module BABYLON {
  1266. interface IOctreeContainer<T> {
  1267. blocks: OctreeBlock<T>[];
  1268. }
  1269. class Octree<T> {
  1270. public maxDepth: number;
  1271. public blocks: OctreeBlock<T>[];
  1272. public dynamicContent: T[];
  1273. private _maxBlockCapacity;
  1274. private _selectionContent;
  1275. private _creationFunc;
  1276. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number, maxDepth?: number);
  1277. public update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  1278. public addMesh(entry: T): void;
  1279. public select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  1280. public intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  1281. public intersectsRay(ray: Ray): SmartArray<T>;
  1282. static _CreateBlocks<T>(worldMin: Vector3, worldMax: Vector3, entries: T[], maxBlockCapacity: number, currentDepth: number, maxDepth: number, target: IOctreeContainer<T>, creationFunc: (entry: T, block: OctreeBlock<T>) => void): void;
  1283. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  1284. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  1285. }
  1286. }
  1287. declare module BABYLON {
  1288. class OctreeBlock<T> {
  1289. public entries: T[];
  1290. public blocks: OctreeBlock<T>[];
  1291. private _depth;
  1292. private _maxDepth;
  1293. private _capacity;
  1294. private _minPoint;
  1295. private _maxPoint;
  1296. private _boundingVectors;
  1297. private _creationFunc;
  1298. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  1299. public capacity : number;
  1300. public minPoint : Vector3;
  1301. public maxPoint : Vector3;
  1302. public addEntry(entry: T): void;
  1303. public addEntries(entries: T[]): void;
  1304. public select(frustumPlanes: Plane[], selection: SmartArray<T>, allowDuplicate?: boolean): void;
  1305. public intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArray<T>, allowDuplicate?: boolean): void;
  1306. public intersectsRay(ray: Ray, selection: SmartArray<T>): void;
  1307. public createInnerBlocks(): void;
  1308. }
  1309. }
  1310. declare module BABYLON {
  1311. class Layer {
  1312. public name: string;
  1313. public texture: Texture;
  1314. public isBackground: boolean;
  1315. public color: Color4;
  1316. public onDispose: () => void;
  1317. private _scene;
  1318. private _vertexDeclaration;
  1319. private _vertexStrideSize;
  1320. private _vertexBuffer;
  1321. private _indexBuffer;
  1322. private _effect;
  1323. constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
  1324. public render(): void;
  1325. public dispose(): void;
  1326. }
  1327. }
  1328. declare module BABYLON {
  1329. class LensFlare {
  1330. public size: number;
  1331. public position: number;
  1332. public color: Color3;
  1333. public texture: Texture;
  1334. private _system;
  1335. constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
  1336. public dispose: () => void;
  1337. }
  1338. }
  1339. declare module BABYLON {
  1340. class LensFlareSystem {
  1341. public name: string;
  1342. public lensFlares: LensFlare[];
  1343. public borderLimit: number;
  1344. public meshesSelectionPredicate: (mesh: Mesh) => boolean;
  1345. private _scene;
  1346. private _emitter;
  1347. private _vertexDeclaration;
  1348. private _vertexStrideSize;
  1349. private _vertexBuffer;
  1350. private _indexBuffer;
  1351. private _effect;
  1352. private _positionX;
  1353. private _positionY;
  1354. private _isEnabled;
  1355. constructor(name: string, emitter: any, scene: Scene);
  1356. public isEnabled : boolean;
  1357. public getScene(): Scene;
  1358. public getEmitter(): any;
  1359. public getEmitterPosition(): Vector3;
  1360. public computeEffectivePosition(globalViewport: Viewport): boolean;
  1361. public _isVisible(): boolean;
  1362. public render(): boolean;
  1363. public dispose(): void;
  1364. }
  1365. }
  1366. declare module BABYLON {
  1367. class DirectionalLight extends Light {
  1368. public direction: Vector3;
  1369. public position: Vector3;
  1370. private _transformedDirection;
  1371. public _transformedPosition: Vector3;
  1372. private _worldMatrix;
  1373. constructor(name: string, direction: Vector3, scene: Scene);
  1374. public setDirectionToTarget(target: Vector3): Vector3;
  1375. public _computeTransformedPosition(): boolean;
  1376. public transferToEffect(effect: Effect, directionUniformName: string): void;
  1377. public _getWorldMatrix(): Matrix;
  1378. }
  1379. }
  1380. declare module BABYLON {
  1381. class HemisphericLight extends Light {
  1382. public direction: Vector3;
  1383. public groundColor: Color3;
  1384. private _worldMatrix;
  1385. constructor(name: string, direction: Vector3, scene: Scene);
  1386. public setDirectionToTarget(target: Vector3): Vector3;
  1387. public getShadowGenerator(): ShadowGenerator;
  1388. public transferToEffect(effect: Effect, directionUniformName: string, groundColorUniformName: string): void;
  1389. public _getWorldMatrix(): Matrix;
  1390. }
  1391. }
  1392. declare module BABYLON {
  1393. class Light extends Node {
  1394. public diffuse: Color3;
  1395. public specular: Color3;
  1396. public intensity: number;
  1397. public range: number;
  1398. public includedOnlyMeshes: AbstractMesh[];
  1399. public excludedMeshes: AbstractMesh[];
  1400. public _shadowGenerator: ShadowGenerator;
  1401. private _parentedWorldMatrix;
  1402. public _excludedMeshesIds: string[];
  1403. public _includedOnlyMeshesIds: string[];
  1404. constructor(name: string, scene: Scene);
  1405. public getShadowGenerator(): ShadowGenerator;
  1406. public transferToEffect(effect: Effect, uniformName0?: string, uniformName1?: string): void;
  1407. public _getWorldMatrix(): Matrix;
  1408. public canAffectMesh(mesh: AbstractMesh): boolean;
  1409. public getWorldMatrix(): Matrix;
  1410. public dispose(): void;
  1411. }
  1412. }
  1413. declare module BABYLON {
  1414. class PointLight extends Light {
  1415. public position: Vector3;
  1416. private _worldMatrix;
  1417. private _transformedPosition;
  1418. constructor(name: string, position: Vector3, scene: Scene);
  1419. public transferToEffect(effect: Effect, positionUniformName: string): void;
  1420. public getShadowGenerator(): ShadowGenerator;
  1421. public _getWorldMatrix(): Matrix;
  1422. }
  1423. }
  1424. declare module BABYLON {
  1425. class SpotLight extends Light {
  1426. public position: Vector3;
  1427. public direction: Vector3;
  1428. public angle: number;
  1429. public exponent: number;
  1430. private _transformedDirection;
  1431. private _transformedPosition;
  1432. private _worldMatrix;
  1433. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  1434. public setDirectionToTarget(target: Vector3): Vector3;
  1435. public transferToEffect(effect: Effect, positionUniformName: string, directionUniformName: string): void;
  1436. public _getWorldMatrix(): Matrix;
  1437. }
  1438. }
  1439. declare module BABYLON {
  1440. class ShadowGenerator {
  1441. private static _FILTER_NONE;
  1442. private static _FILTER_VARIANCESHADOWMAP;
  1443. private static _FILTER_POISSONSAMPLING;
  1444. static FILTER_NONE : number;
  1445. static FILTER_VARIANCESHADOWMAP : number;
  1446. static FILTER_POISSONSAMPLING : number;
  1447. public filter: number;
  1448. public useVarianceShadowMap : boolean;
  1449. public usePoissonSampling : boolean;
  1450. private _light;
  1451. private _scene;
  1452. private _shadowMap;
  1453. private _darkness;
  1454. private _transparencyShadow;
  1455. private _effect;
  1456. private _viewMatrix;
  1457. private _projectionMatrix;
  1458. private _transformMatrix;
  1459. private _worldViewProjection;
  1460. private _cachedPosition;
  1461. private _cachedDirection;
  1462. private _cachedDefines;
  1463. constructor(mapSize: number, light: DirectionalLight);
  1464. public isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  1465. public getShadowMap(): RenderTargetTexture;
  1466. public getLight(): DirectionalLight;
  1467. public getTransformMatrix(): Matrix;
  1468. public getDarkness(): number;
  1469. public setDarkness(darkness: number): void;
  1470. public setTransparencyShadow(hasShadow: boolean): void;
  1471. public dispose(): void;
  1472. }
  1473. }
  1474. declare module BABYLON {
  1475. interface ISceneLoaderPlugin {
  1476. extensions: string;
  1477. importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
  1478. load: (scene: Scene, data: string, rootUrl: string) => boolean;
  1479. }
  1480. class SceneLoader {
  1481. private static _ForceFullSceneLoadingForIncremental;
  1482. private static _ShowLoadingScreen;
  1483. static ForceFullSceneLoadingForIncremental : boolean;
  1484. static ShowLoadingScreen : boolean;
  1485. private static _registeredPlugins;
  1486. private static _getPluginForFilename(sceneFilename);
  1487. static RegisterPlugin(plugin: ISceneLoaderPlugin): void;
  1488. static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene) => void): void;
  1489. /**
  1490. * Load a scene
  1491. * @param rootUrl a string that defines the root url for scene and resources
  1492. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  1493. * @param engine is the instance of BABYLON.Engine to use to create the scene
  1494. */
  1495. static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
  1496. /**
  1497. * Append a scene
  1498. * @param rootUrl a string that defines the root url for scene and resources
  1499. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  1500. * @param scene is the instance of BABYLON.Scene to append to
  1501. */
  1502. static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
  1503. }
  1504. }
  1505. declare module BABYLON.Internals {
  1506. }
  1507. declare module BABYLON {
  1508. class EffectFallbacks {
  1509. private _defines;
  1510. private _currentRank;
  1511. private _maxRank;
  1512. public addFallback(rank: number, define: string): void;
  1513. public isMoreFallbacks : boolean;
  1514. public reduce(currentDefines: string): string;
  1515. }
  1516. class Effect {
  1517. public name: any;
  1518. public defines: string;
  1519. public onCompiled: (effect: Effect) => void;
  1520. public onError: (effect: Effect, errors: string) => void;
  1521. public onBind: (effect: Effect) => void;
  1522. private _engine;
  1523. private _uniformsNames;
  1524. private _samplers;
  1525. private _isReady;
  1526. private _compilationError;
  1527. private _attributesNames;
  1528. private _attributes;
  1529. private _uniforms;
  1530. public _key: string;
  1531. private _program;
  1532. private _valueCache;
  1533. constructor(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], engine: any, defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void);
  1534. public isReady(): boolean;
  1535. public getProgram(): WebGLProgram;
  1536. public getAttributesNames(): string[];
  1537. public getAttributeLocation(index: number): number;
  1538. public getAttributeLocationByName(name: string): number;
  1539. public getAttributesCount(): number;
  1540. public getUniformIndex(uniformName: string): number;
  1541. public getUniform(uniformName: string): WebGLUniformLocation;
  1542. public getSamplers(): string[];
  1543. public getCompilationError(): string;
  1544. public _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  1545. public _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  1546. private _prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks?);
  1547. public _bindTexture(channel: string, texture: WebGLTexture): void;
  1548. public setTexture(channel: string, texture: BaseTexture): void;
  1549. public setTextureFromPostProcess(channel: string, postProcess: PostProcess): void;
  1550. public _cacheFloat2(uniformName: string, x: number, y: number): void;
  1551. public _cacheFloat3(uniformName: string, x: number, y: number, z: number): void;
  1552. public _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): void;
  1553. public setArray(uniformName: string, array: number[]): Effect;
  1554. public setMatrices(uniformName: string, matrices: Float32Array): Effect;
  1555. public setMatrix(uniformName: string, matrix: Matrix): Effect;
  1556. public setFloat(uniformName: string, value: number): Effect;
  1557. public setBool(uniformName: string, bool: boolean): Effect;
  1558. public setVector2(uniformName: string, vector2: Vector2): Effect;
  1559. public setFloat2(uniformName: string, x: number, y: number): Effect;
  1560. public setVector3(uniformName: string, vector3: Vector3): Effect;
  1561. public setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  1562. public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  1563. public setColor3(uniformName: string, color3: Color3): Effect;
  1564. public setColor4(uniformName: string, color3: Color3, alpha: number): Effect;
  1565. static ShadersStore: {};
  1566. }
  1567. }
  1568. declare module BABYLON {
  1569. class Material {
  1570. public name: string;
  1571. private static _TriangleFillMode;
  1572. private static _WireFrameFillMode;
  1573. private static _PointFillMode;
  1574. static TriangleFillMode : number;
  1575. static WireFrameFillMode : number;
  1576. static PointFillMode : number;
  1577. public id: string;
  1578. public checkReadyOnEveryCall: boolean;
  1579. public checkReadyOnlyOnce: boolean;
  1580. public state: string;
  1581. public alpha: number;
  1582. public backFaceCulling: boolean;
  1583. public onCompiled: (effect: Effect) => void;
  1584. public onError: (effect: Effect, errors: string) => void;
  1585. public onDispose: () => void;
  1586. public getRenderTargetTextures: () => SmartArray<RenderTargetTexture>;
  1587. public _effect: Effect;
  1588. public _wasPreviouslyReady: boolean;
  1589. private _scene;
  1590. private _fillMode;
  1591. public pointSize: number;
  1592. public wireframe : boolean;
  1593. public pointsCloud : boolean;
  1594. public fillMode : number;
  1595. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  1596. public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  1597. public getEffect(): Effect;
  1598. public getScene(): Scene;
  1599. public needAlphaBlending(): boolean;
  1600. public needAlphaTesting(): boolean;
  1601. public getAlphaTestTexture(): BaseTexture;
  1602. public trackCreation(onCompiled: (effect: Effect) => void, onError: (effect: Effect, errors: string) => void): void;
  1603. public _preBind(): void;
  1604. public bind(world: Matrix, mesh: Mesh): void;
  1605. public bindOnlyWorldMatrix(world: Matrix): void;
  1606. public unbind(): void;
  1607. public dispose(forceDisposeEffect?: boolean): void;
  1608. }
  1609. }
  1610. declare module BABYLON {
  1611. class MultiMaterial extends Material {
  1612. public subMaterials: Material[];
  1613. constructor(name: string, scene: Scene);
  1614. public getSubMaterial(index: any): Material;
  1615. public isReady(mesh?: AbstractMesh): boolean;
  1616. }
  1617. }
  1618. declare module BABYLON {
  1619. class ShaderMaterial extends Material {
  1620. private _shaderPath;
  1621. private _options;
  1622. private _textures;
  1623. private _floats;
  1624. private _floatsArrays;
  1625. private _colors3;
  1626. private _colors4;
  1627. private _vectors2;
  1628. private _vectors3;
  1629. private _matrices;
  1630. private _cachedWorldViewMatrix;
  1631. constructor(name: string, scene: Scene, shaderPath: any, options: any);
  1632. public needAlphaBlending(): boolean;
  1633. public needAlphaTesting(): boolean;
  1634. private _checkUniform(uniformName);
  1635. public setTexture(name: string, texture: Texture): ShaderMaterial;
  1636. public setFloat(name: string, value: number): ShaderMaterial;
  1637. public setFloats(name: string, value: number[]): ShaderMaterial;
  1638. public setColor3(name: string, value: Color3): ShaderMaterial;
  1639. public setColor4(name: string, value: Color4): ShaderMaterial;
  1640. public setVector2(name: string, value: Vector2): ShaderMaterial;
  1641. public setVector3(name: string, value: Vector3): ShaderMaterial;
  1642. public setMatrix(name: string, value: Matrix): ShaderMaterial;
  1643. public isReady(): boolean;
  1644. public bind(world: Matrix): void;
  1645. public dispose(forceDisposeEffect?: boolean): void;
  1646. }
  1647. }
  1648. declare module BABYLON {
  1649. class FresnelParameters {
  1650. public isEnabled: boolean;
  1651. public leftColor: Color3;
  1652. public rightColor: Color3;
  1653. public bias: number;
  1654. public power: number;
  1655. }
  1656. class StandardMaterial extends Material {
  1657. public diffuseTexture: BaseTexture;
  1658. public ambientTexture: BaseTexture;
  1659. public opacityTexture: BaseTexture;
  1660. public reflectionTexture: BaseTexture;
  1661. public emissiveTexture: BaseTexture;
  1662. public specularTexture: BaseTexture;
  1663. public bumpTexture: BaseTexture;
  1664. public ambientColor: Color3;
  1665. public diffuseColor: Color3;
  1666. public specularColor: Color3;
  1667. public specularPower: number;
  1668. public emissiveColor: Color3;
  1669. public useAlphaFromDiffuseTexture: boolean;
  1670. public useSpecularOverAlpha: boolean;
  1671. public fogEnabled: boolean;
  1672. public diffuseFresnelParameters: FresnelParameters;
  1673. public opacityFresnelParameters: FresnelParameters;
  1674. public reflectionFresnelParameters: FresnelParameters;
  1675. public emissiveFresnelParameters: FresnelParameters;
  1676. private _cachedDefines;
  1677. private _renderTargets;
  1678. private _worldViewProjectionMatrix;
  1679. private _globalAmbientColor;
  1680. private _scaledDiffuse;
  1681. private _scaledSpecular;
  1682. private _renderId;
  1683. constructor(name: string, scene: Scene);
  1684. public needAlphaBlending(): boolean;
  1685. public needAlphaTesting(): boolean;
  1686. private _shouldUseAlphaFromDiffuseTexture();
  1687. public getAlphaTestTexture(): BaseTexture;
  1688. public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  1689. public unbind(): void;
  1690. public bindOnlyWorldMatrix(world: Matrix): void;
  1691. public bind(world: Matrix, mesh: Mesh): void;
  1692. public getAnimatables(): IAnimatable[];
  1693. public dispose(forceDisposeEffect?: boolean): void;
  1694. public clone(name: string): StandardMaterial;
  1695. static DiffuseTextureEnabled: boolean;
  1696. static AmbientTextureEnabled: boolean;
  1697. static OpacityTextureEnabled: boolean;
  1698. static ReflectionTextureEnabled: boolean;
  1699. static EmissiveTextureEnabled: boolean;
  1700. static SpecularTextureEnabled: boolean;
  1701. static BumpTextureEnabled: boolean;
  1702. }
  1703. }
  1704. declare module BABYLON {
  1705. class BaseTexture {
  1706. public name: string;
  1707. public delayLoadState: number;
  1708. public hasAlpha: boolean;
  1709. public getAlphaFromRGB: boolean;
  1710. public level: number;
  1711. public isCube: boolean;
  1712. public isRenderTarget: boolean;
  1713. public animations: Animation[];
  1714. public onDispose: () => void;
  1715. public coordinatesIndex: number;
  1716. public coordinatesMode: number;
  1717. public wrapU: number;
  1718. public wrapV: number;
  1719. public anisotropicFilteringLevel: number;
  1720. public _cachedAnisotropicFilteringLevel: number;
  1721. private _scene;
  1722. public _texture: WebGLTexture;
  1723. constructor(scene: Scene);
  1724. public getScene(): Scene;
  1725. public getTextureMatrix(): Matrix;
  1726. public getReflectionTextureMatrix(): Matrix;
  1727. public getInternalTexture(): WebGLTexture;
  1728. public isReady(): boolean;
  1729. public getSize(): ISize;
  1730. public getBaseSize(): ISize;
  1731. public scale(ratio: number): void;
  1732. public canRescale : boolean;
  1733. public _removeFromCache(url: string, noMipmap: boolean): void;
  1734. public _getFromCache(url: string, noMipmap: boolean): WebGLTexture;
  1735. public delayLoad(): void;
  1736. public releaseInternalTexture(): void;
  1737. public clone(): BaseTexture;
  1738. public dispose(): void;
  1739. }
  1740. }
  1741. declare module BABYLON {
  1742. class CubeTexture extends BaseTexture {
  1743. public url: string;
  1744. public coordinatesMode: number;
  1745. private _noMipmap;
  1746. private _extensions;
  1747. private _textureMatrix;
  1748. constructor(rootUrl: string, scene: Scene, extensions?: string[], noMipmap?: boolean);
  1749. public clone(): CubeTexture;
  1750. public delayLoad(): void;
  1751. public getReflectionTextureMatrix(): Matrix;
  1752. }
  1753. }
  1754. declare module BABYLON {
  1755. class DynamicTexture extends Texture {
  1756. private _generateMipMaps;
  1757. private _canvas;
  1758. private _context;
  1759. constructor(name: string, options: any, scene: Scene, generateMipMaps: boolean, samplingMode?: number);
  1760. public canRescale : boolean;
  1761. public scale(ratio: number): void;
  1762. public getContext(): CanvasRenderingContext2D;
  1763. public update(invertY?: boolean): void;
  1764. public drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean): void;
  1765. public clone(): DynamicTexture;
  1766. }
  1767. }
  1768. declare module BABYLON {
  1769. class MirrorTexture extends RenderTargetTexture {
  1770. public mirrorPlane: Plane;
  1771. private _transformMatrix;
  1772. private _mirrorMatrix;
  1773. private _savedViewMatrix;
  1774. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  1775. public clone(): MirrorTexture;
  1776. }
  1777. }
  1778. declare module BABYLON {
  1779. class ProceduralTexture extends Texture {
  1780. private _size;
  1781. public _generateMipMaps: boolean;
  1782. private _doNotChangeAspectRatio;
  1783. private _currentRefreshId;
  1784. private _refreshRate;
  1785. private _vertexBuffer;
  1786. private _indexBuffer;
  1787. private _effect;
  1788. private _vertexDeclaration;
  1789. private _vertexStrideSize;
  1790. private _uniforms;
  1791. private _samplers;
  1792. private _fragment;
  1793. private _textures;
  1794. private _floats;
  1795. private _floatsArrays;
  1796. private _colors3;
  1797. private _colors4;
  1798. private _vectors2;
  1799. private _vectors3;
  1800. private _matrices;
  1801. constructor(name: string, size: any, fragment: any, scene: Scene, generateMipMaps?: boolean);
  1802. public isReady(): boolean;
  1803. public resetRefreshCounter(): void;
  1804. public refreshRate : number;
  1805. public _shouldRender(): boolean;
  1806. public getRenderSize(): number;
  1807. public resize(size: any, generateMipMaps: any): void;
  1808. private _checkUniform(uniformName);
  1809. public setTexture(name: string, texture: Texture): ProceduralTexture;
  1810. public setFloat(name: string, value: number): ProceduralTexture;
  1811. public setFloats(name: string, value: number[]): ProceduralTexture;
  1812. public setColor3(name: string, value: Color3): ProceduralTexture;
  1813. public setColor4(name: string, value: Color4): ProceduralTexture;
  1814. public setVector2(name: string, value: Vector2): ProceduralTexture;
  1815. public setVector3(name: string, value: Vector3): ProceduralTexture;
  1816. public setMatrix(name: string, value: Matrix): ProceduralTexture;
  1817. public render(useCameraPostProcess?: boolean): void;
  1818. public clone(): ProceduralTexture;
  1819. public dispose(): void;
  1820. }
  1821. }
  1822. declare module BABYLON {
  1823. class RenderTargetTexture extends Texture {
  1824. public renderList: AbstractMesh[];
  1825. public renderParticles: boolean;
  1826. public renderSprites: boolean;
  1827. public coordinatesMode: number;
  1828. public onBeforeRender: () => void;
  1829. public onAfterRender: () => void;
  1830. public activeCamera: Camera;
  1831. public customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  1832. private _size;
  1833. public _generateMipMaps: boolean;
  1834. private _renderingManager;
  1835. public _waitingRenderList: string[];
  1836. private _doNotChangeAspectRatio;
  1837. private _currentRefreshId;
  1838. private _refreshRate;
  1839. constructor(name: string, size: any, scene: Scene, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean);
  1840. public resetRefreshCounter(): void;
  1841. public refreshRate : number;
  1842. public _shouldRender(): boolean;
  1843. public isReady(): boolean;
  1844. public getRenderSize(): number;
  1845. public canRescale : boolean;
  1846. public scale(ratio: number): void;
  1847. public resize(size: any, generateMipMaps?: boolean): void;
  1848. public render(useCameraPostProcess?: boolean): void;
  1849. public clone(): RenderTargetTexture;
  1850. }
  1851. }
  1852. declare module BABYLON {
  1853. class Texture extends BaseTexture {
  1854. static NEAREST_SAMPLINGMODE: number;
  1855. static BILINEAR_SAMPLINGMODE: number;
  1856. static TRILINEAR_SAMPLINGMODE: number;
  1857. static EXPLICIT_MODE: number;
  1858. static SPHERICAL_MODE: number;
  1859. static PLANAR_MODE: number;
  1860. static CUBIC_MODE: number;
  1861. static PROJECTION_MODE: number;
  1862. static SKYBOX_MODE: number;
  1863. static CLAMP_ADDRESSMODE: number;
  1864. static WRAP_ADDRESSMODE: number;
  1865. static MIRROR_ADDRESSMODE: number;
  1866. public url: string;
  1867. public uOffset: number;
  1868. public vOffset: number;
  1869. public uScale: number;
  1870. public vScale: number;
  1871. public uAng: number;
  1872. public vAng: number;
  1873. public wAng: number;
  1874. private _noMipmap;
  1875. public _invertY: boolean;
  1876. private _rowGenerationMatrix;
  1877. private _cachedTextureMatrix;
  1878. private _projectionModeMatrix;
  1879. private _t0;
  1880. private _t1;
  1881. private _t2;
  1882. private _cachedUOffset;
  1883. private _cachedVOffset;
  1884. private _cachedUScale;
  1885. private _cachedVScale;
  1886. private _cachedUAng;
  1887. private _cachedVAng;
  1888. private _cachedWAng;
  1889. private _cachedCoordinatesMode;
  1890. public _samplingMode: number;
  1891. private _buffer;
  1892. private _deleteBuffer;
  1893. constructor(url: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: () => void, onError?: () => void, buffer?: any, deleteBuffer?: boolean);
  1894. public delayLoad(): void;
  1895. private _prepareRowForTextureGeneration(x, y, z, t);
  1896. public getTextureMatrix(): Matrix;
  1897. public getReflectionTextureMatrix(): Matrix;
  1898. public clone(): Texture;
  1899. }
  1900. }
  1901. declare module BABYLON {
  1902. class VideoTexture extends Texture {
  1903. public video: HTMLVideoElement;
  1904. private _autoLaunch;
  1905. private _lastUpdate;
  1906. constructor(name: string, urls: string[], size: any, scene: Scene, generateMipMaps: boolean, invertY: boolean, samplingMode?: number);
  1907. public update(): boolean;
  1908. }
  1909. }
  1910. declare module BABYLON {
  1911. class ProceduralTexture extends Texture {
  1912. private _size;
  1913. public _generateMipMaps: boolean;
  1914. private _doNotChangeAspectRatio;
  1915. private _currentRefreshId;
  1916. private _refreshRate;
  1917. private _vertexBuffer;
  1918. private _indexBuffer;
  1919. private _effect;
  1920. private _vertexDeclaration;
  1921. private _vertexStrideSize;
  1922. private _uniforms;
  1923. private _samplers;
  1924. private _fragment;
  1925. private _textures;
  1926. private _floats;
  1927. private _floatsArrays;
  1928. private _colors3;
  1929. private _colors4;
  1930. private _vectors2;
  1931. private _vectors3;
  1932. private _matrices;
  1933. private _fallbackTexture;
  1934. constructor(name: string, size: any, fragment: any, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  1935. public isReady(): boolean;
  1936. public resetRefreshCounter(): void;
  1937. public refreshRate : number;
  1938. public _shouldRender(): boolean;
  1939. public getRenderSize(): number;
  1940. public resize(size: any, generateMipMaps: any): void;
  1941. private _checkUniform(uniformName);
  1942. public setTexture(name: string, texture: Texture): ProceduralTexture;
  1943. public setFloat(name: string, value: number): ProceduralTexture;
  1944. public setFloats(name: string, value: number[]): ProceduralTexture;
  1945. public setColor3(name: string, value: Color3): ProceduralTexture;
  1946. public setColor4(name: string, value: Color4): ProceduralTexture;
  1947. public setVector2(name: string, value: Vector2): ProceduralTexture;
  1948. public setVector3(name: string, value: Vector3): ProceduralTexture;
  1949. public setMatrix(name: string, value: Matrix): ProceduralTexture;
  1950. public render(useCameraPostProcess?: boolean): void;
  1951. public clone(): ProceduralTexture;
  1952. public dispose(): void;
  1953. }
  1954. }
  1955. declare module BABYLON {
  1956. class WoodProceduralTexture extends ProceduralTexture {
  1957. private _ampScale;
  1958. private _woodColor;
  1959. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  1960. public updateShaderUniforms(): void;
  1961. public ampScale : number;
  1962. public woodColor : Color3;
  1963. }
  1964. class FireProceduralTexture extends ProceduralTexture {
  1965. private _time;
  1966. private _speed;
  1967. private _shift;
  1968. private _alpha;
  1969. private _autoGenerateTime;
  1970. private _fireColors;
  1971. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  1972. public updateShaderUniforms(): void;
  1973. public render(useCameraPostProcess?: boolean): void;
  1974. static PurpleFireColors : number[][];
  1975. static GreenFireColors : number[][];
  1976. static RedFireColors : number[][];
  1977. static BlueFireColors : number[][];
  1978. public fireColors : number[][];
  1979. public time : number;
  1980. public speed : Vector2;
  1981. public shift : number;
  1982. public alpha : number;
  1983. }
  1984. class CloudProceduralTexture extends ProceduralTexture {
  1985. private _skyColor;
  1986. private _cloudColor;
  1987. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  1988. public updateShaderUniforms(): void;
  1989. public skyColor : Color3;
  1990. public cloudColor : Color3;
  1991. }
  1992. class GrassProceduralTexture extends ProceduralTexture {
  1993. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  1994. }
  1995. }
  1996. declare module BABYLON {
  1997. class Color3 {
  1998. public r: number;
  1999. public g: number;
  2000. public b: number;
  2001. constructor(r?: number, g?: number, b?: number);
  2002. public toString(): string;
  2003. public toArray(array: number[], index?: number): void;
  2004. public toColor4(alpha?: number): Color4;
  2005. public asArray(): number[];
  2006. public toLuminance(): number;
  2007. public multiply(otherColor: Color3): Color3;
  2008. public multiplyToRef(otherColor: Color3, result: Color3): void;
  2009. public equals(otherColor: Color3): boolean;
  2010. public scale(scale: number): Color3;
  2011. public scaleToRef(scale: number, result: Color3): void;
  2012. public add(otherColor: Color3): Color3;
  2013. public addToRef(otherColor: Color3, result: Color3): void;
  2014. public subtract(otherColor: Color3): Color3;
  2015. public subtractToRef(otherColor: Color3, result: Color3): void;
  2016. public clone(): Color3;
  2017. public copyFrom(source: Color3): void;
  2018. public copyFromFloats(r: number, g: number, b: number): void;
  2019. static FromArray(array: number[]): Color3;
  2020. static FromInts(r: number, g: number, b: number): Color3;
  2021. static Lerp(start: Color3, end: Color3, amount: number): Color3;
  2022. static Red(): Color3;
  2023. static Green(): Color3;
  2024. static Blue(): Color3;
  2025. static Black(): Color3;
  2026. static White(): Color3;
  2027. static Purple(): Color3;
  2028. static Magenta(): Color3;
  2029. static Yellow(): Color3;
  2030. static Gray(): Color3;
  2031. }
  2032. class Color4 {
  2033. public r: number;
  2034. public g: number;
  2035. public b: number;
  2036. public a: number;
  2037. constructor(r: number, g: number, b: number, a: number);
  2038. public addInPlace(right: any): void;
  2039. public asArray(): number[];
  2040. public toArray(array: number[], index?: number): void;
  2041. public add(right: Color4): Color4;
  2042. public subtract(right: Color4): Color4;
  2043. public subtractToRef(right: Color4, result: Color4): void;
  2044. public scale(scale: number): Color4;
  2045. public scaleToRef(scale: number, result: Color4): void;
  2046. public toString(): string;
  2047. public clone(): Color4;
  2048. static Lerp(left: Color4, right: Color4, amount: number): Color4;
  2049. static LerpToRef(left: Color4, right: Color4, amount: number, result: Color4): void;
  2050. static FromArray(array: number[], offset?: number): Color4;
  2051. static FromInts(r: number, g: number, b: number, a: number): Color4;
  2052. }
  2053. class Vector2 {
  2054. public x: number;
  2055. public y: number;
  2056. constructor(x: number, y: number);
  2057. public toString(): string;
  2058. public toArray(array: number[], index?: number): void;
  2059. public asArray(): number[];
  2060. public copyFrom(source: Vector2): void;
  2061. public copyFromFloats(x: number, y: number): void;
  2062. public add(otherVector: Vector2): Vector2;
  2063. public addVector3(otherVector: Vector3): Vector2;
  2064. public subtract(otherVector: Vector2): Vector2;
  2065. public subtractInPlace(otherVector: Vector2): void;
  2066. public multiplyInPlace(otherVector: Vector2): void;
  2067. public multiply(otherVector: Vector2): Vector2;
  2068. public multiplyToRef(otherVector: Vector2, result: Vector2): void;
  2069. public multiplyByFloats(x: number, y: number): Vector2;
  2070. public divide(otherVector: Vector2): Vector2;
  2071. public divideToRef(otherVector: Vector2, result: Vector2): void;
  2072. public negate(): Vector2;
  2073. public scaleInPlace(scale: number): Vector2;
  2074. public scale(scale: number): Vector2;
  2075. public equals(otherVector: Vector2): boolean;
  2076. public length(): number;
  2077. public lengthSquared(): number;
  2078. public normalize(): Vector2;
  2079. public clone(): Vector2;
  2080. static Zero(): Vector2;
  2081. static FromArray(array: number[], offset?: number): Vector2;
  2082. static FromArrayToRef(array: number[], offset: number, result: Vector2): void;
  2083. static CatmullRom(value1: Vector2, value2: Vector2, value3: Vector2, value4: Vector2, amount: number): Vector2;
  2084. static Clamp(value: Vector2, min: Vector2, max: Vector2): Vector2;
  2085. static Hermite(value1: Vector2, tangent1: Vector2, value2: Vector2, tangent2: Vector2, amount: number): Vector2;
  2086. static Lerp(start: Vector2, end: Vector2, amount: number): Vector2;
  2087. static Dot(left: Vector2, right: Vector2): number;
  2088. static Normalize(vector: Vector2): Vector2;
  2089. static Minimize(left: Vector2, right: Vector2): Vector2;
  2090. static Maximize(left: Vector2, right: Vector2): Vector2;
  2091. static Transform(vector: Vector2, transformation: Matrix): Vector2;
  2092. static Distance(value1: Vector2, value2: Vector2): number;
  2093. static DistanceSquared(value1: Vector2, value2: Vector2): number;
  2094. }
  2095. class Vector3 {
  2096. public x: number;
  2097. public y: number;
  2098. public z: number;
  2099. constructor(x: number, y: number, z: number);
  2100. public toString(): string;
  2101. public asArray(): number[];
  2102. public toArray(array: number[], index?: number): void;
  2103. public addInPlace(otherVector: Vector3): void;
  2104. public add(otherVector: Vector3): Vector3;
  2105. public addToRef(otherVector: Vector3, result: Vector3): void;
  2106. public subtractInPlace(otherVector: Vector3): void;
  2107. public subtract(otherVector: Vector3): Vector3;
  2108. public subtractToRef(otherVector: Vector3, result: Vector3): void;
  2109. public subtractFromFloats(x: number, y: number, z: number): Vector3;
  2110. public subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2111. public negate(): Vector3;
  2112. public scaleInPlace(scale: number): Vector3;
  2113. public scale(scale: number): Vector3;
  2114. public scaleToRef(scale: number, result: Vector3): void;
  2115. public equals(otherVector: Vector3): boolean;
  2116. public equalsWithEpsilon(otherVector: Vector3): boolean;
  2117. public equalsToFloats(x: number, y: number, z: number): boolean;
  2118. public multiplyInPlace(otherVector: Vector3): void;
  2119. public multiply(otherVector: Vector3): Vector3;
  2120. public multiplyToRef(otherVector: Vector3, result: Vector3): void;
  2121. public multiplyByFloats(x: number, y: number, z: number): Vector3;
  2122. public divide(otherVector: Vector3): Vector3;
  2123. public divideToRef(otherVector: Vector3, result: Vector3): void;
  2124. public MinimizeInPlace(other: Vector3): void;
  2125. public MaximizeInPlace(other: Vector3): void;
  2126. public length(): number;
  2127. public lengthSquared(): number;
  2128. public normalize(): Vector3;
  2129. public clone(): Vector3;
  2130. public copyFrom(source: Vector3): void;
  2131. public copyFromFloats(x: number, y: number, z: number): void;
  2132. static FromArray(array: number[], offset?: number): Vector3;
  2133. static FromArrayToRef(array: number[], offset: number, result: Vector3): void;
  2134. static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector3): void;
  2135. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2136. static Zero(): Vector3;
  2137. static Up(): Vector3;
  2138. static TransformCoordinates(vector: Vector3, transformation: Matrix): Vector3;
  2139. static TransformCoordinatesToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
  2140. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
  2141. static TransformNormal(vector: Vector3, transformation: Matrix): Vector3;
  2142. static TransformNormalToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
  2143. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
  2144. static CatmullRom(value1: Vector3, value2: Vector3, value3: Vector3, value4: Vector3, amount: number): Vector3;
  2145. static Clamp(value: Vector3, min: Vector3, max: Vector3): Vector3;
  2146. static Hermite(value1: Vector3, tangent1: Vector3, value2: Vector3, tangent2: Vector3, amount: number): Vector3;
  2147. static Lerp(start: Vector3, end: Vector3, amount: number): Vector3;
  2148. static Dot(left: Vector3, right: Vector3): number;
  2149. static Cross(left: Vector3, right: Vector3): Vector3;
  2150. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2151. static Normalize(vector: Vector3): Vector3;
  2152. static NormalizeToRef(vector: Vector3, result: Vector3): void;
  2153. static Project(vector: Vector3, world: Matrix, transform: Matrix, viewport: Viewport): Vector3;
  2154. static Unproject(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Vector3;
  2155. static Minimize(left: Vector3, right: Vector3): Vector3;
  2156. static Maximize(left: Vector3, right: Vector3): Vector3;
  2157. static Distance(value1: Vector3, value2: Vector3): number;
  2158. static DistanceSquared(value1: Vector3, value2: Vector3): number;
  2159. static Center(value1: Vector3, value2: Vector3): Vector3;
  2160. }
  2161. class Vector4 {
  2162. public x: number;
  2163. public y: number;
  2164. public z: number;
  2165. public w: number;
  2166. constructor(x: number, y: number, z: number, w: number);
  2167. public toString(): string;
  2168. public asArray(): number[];
  2169. public toArray(array: number[], index?: number): void;
  2170. public addInPlace(otherVector: Vector4): void;
  2171. public add(otherVector: Vector4): Vector4;
  2172. public addToRef(otherVector: Vector4, result: Vector4): void;
  2173. public subtractInPlace(otherVector: Vector4): void;
  2174. public subtract(otherVector: Vector4): Vector4;
  2175. public subtractToRef(otherVector: Vector4, result: Vector4): void;
  2176. public subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2177. public subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2178. public negate(): Vector4;
  2179. public scaleInPlace(scale: number): Vector4;
  2180. public scale(scale: number): Vector4;
  2181. public scaleToRef(scale: number, result: Vector4): void;
  2182. public equals(otherVector: Vector4): boolean;
  2183. public equalsWithEpsilon(otherVector: Vector4): boolean;
  2184. public equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  2185. public multiplyInPlace(otherVector: Vector4): void;
  2186. public multiply(otherVector: Vector4): Vector4;
  2187. public multiplyToRef(otherVector: Vector4, result: Vector4): void;
  2188. public multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  2189. public divide(otherVector: Vector4): Vector4;
  2190. public divideToRef(otherVector: Vector4, result: Vector4): void;
  2191. public MinimizeInPlace(other: Vector4): void;
  2192. public MaximizeInPlace(other: Vector4): void;
  2193. public length(): number;
  2194. public lengthSquared(): number;
  2195. public normalize(): Vector4;
  2196. public clone(): Vector4;
  2197. public copyFrom(source: Vector4): void;
  2198. public copyFromFloats(x: number, y: number, z: number, w: number): void;
  2199. static FromArray(array: number[], offset?: number): Vector4;
  2200. static FromArrayToRef(array: number[], offset: number, result: Vector4): void;
  2201. static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector4): void;
  2202. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2203. static Zero(): Vector4;
  2204. static Normalize(vector: Vector4): Vector4;
  2205. static NormalizeToRef(vector: Vector4, result: Vector4): void;
  2206. static Minimize(left: Vector4, right: Vector4): Vector4;
  2207. static Maximize(left: Vector4, right: Vector4): Vector4;
  2208. static Distance(value1: Vector4, value2: Vector4): number;
  2209. static DistanceSquared(value1: Vector4, value2: Vector4): number;
  2210. static Center(value1: Vector4, value2: Vector4): Vector4;
  2211. }
  2212. class Quaternion {
  2213. public x: number;
  2214. public y: number;
  2215. public z: number;
  2216. public w: number;
  2217. constructor(x?: number, y?: number, z?: number, w?: number);
  2218. public toString(): string;
  2219. public asArray(): number[];
  2220. public equals(otherQuaternion: Quaternion): boolean;
  2221. public clone(): Quaternion;
  2222. public copyFrom(other: Quaternion): void;
  2223. public copyFromFloats(x: number, y: number, z: number, w: number): void;
  2224. public add(other: Quaternion): Quaternion;
  2225. public subtract(other: Quaternion): Quaternion;
  2226. public scale(value: number): Quaternion;
  2227. public multiply(q1: Quaternion): Quaternion;
  2228. public multiplyToRef(q1: Quaternion, result: Quaternion): void;
  2229. public length(): number;
  2230. public normalize(): void;
  2231. public toEulerAngles(): Vector3;
  2232. public toEulerAnglesToRef(result: Vector3): void;
  2233. public toRotationMatrix(result: Matrix): void;
  2234. public fromRotationMatrix(matrix: Matrix): void;
  2235. static Inverse(q: Quaternion): Quaternion;
  2236. static RotationAxis(axis: Vector3, angle: number): Quaternion;
  2237. static FromArray(array: number[], offset?: number): Quaternion;
  2238. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  2239. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  2240. static Slerp(left: Quaternion, right: Quaternion, amount: number): Quaternion;
  2241. }
  2242. class Matrix {
  2243. private static _tempQuaternion;
  2244. private static _xAxis;
  2245. private static _yAxis;
  2246. private static _zAxis;
  2247. public m: Float32Array;
  2248. public isIdentity(): boolean;
  2249. public determinant(): number;
  2250. public toArray(): Float32Array;
  2251. public asArray(): Float32Array;
  2252. public invert(): void;
  2253. public invertToRef(other: Matrix): void;
  2254. public setTranslation(vector3: Vector3): void;
  2255. public multiply(other: Matrix): Matrix;
  2256. public copyFrom(other: Matrix): void;
  2257. public copyToArray(array: Float32Array, offset?: number): void;
  2258. public multiplyToRef(other: Matrix, result: Matrix): void;
  2259. public multiplyToArray(other: Matrix, result: Float32Array, offset: number): void;
  2260. public equals(value: Matrix): boolean;
  2261. public clone(): Matrix;
  2262. static FromArray(array: number[], offset?: number): Matrix;
  2263. static FromArrayToRef(array: number[], offset: number, result: Matrix): void;
  2264. static FromValuesToRef(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number, result: Matrix): void;
  2265. static FromValues(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number): Matrix;
  2266. static Identity(): Matrix;
  2267. static IdentityToRef(result: Matrix): void;
  2268. static Zero(): Matrix;
  2269. static RotationX(angle: number): Matrix;
  2270. static RotationXToRef(angle: number, result: Matrix): void;
  2271. static RotationY(angle: number): Matrix;
  2272. static RotationYToRef(angle: number, result: Matrix): void;
  2273. static RotationZ(angle: number): Matrix;
  2274. static RotationZToRef(angle: number, result: Matrix): void;
  2275. static RotationAxis(axis: Vector3, angle: number): Matrix;
  2276. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  2277. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  2278. static Scaling(x: number, y: number, z: number): Matrix;
  2279. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  2280. static Translation(x: number, y: number, z: number): Matrix;
  2281. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  2282. static LookAtLH(eye: Vector3, target: Vector3, up: Vector3): Matrix;
  2283. static LookAtLHToRef(eye: Vector3, target: Vector3, up: Vector3, result: Matrix): void;
  2284. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  2285. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  2286. static OrthoOffCenterLHToRef(left: number, right: any, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  2287. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  2288. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  2289. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix): void;
  2290. static GetFinalMatrix(viewport: Viewport, world: Matrix, view: Matrix, projection: Matrix, zmin: number, zmax: number): Matrix;
  2291. static Transpose(matrix: Matrix): Matrix;
  2292. static Reflection(plane: Plane): Matrix;
  2293. static ReflectionToRef(plane: Plane, result: Matrix): void;
  2294. }
  2295. class Plane {
  2296. public normal: Vector3;
  2297. public d: number;
  2298. constructor(a: number, b: number, c: number, d: number);
  2299. public asArray(): number[];
  2300. public clone(): Plane;
  2301. public normalize(): void;
  2302. public transform(transformation: Matrix): Plane;
  2303. public dotCoordinate(point: any): number;
  2304. public copyFromPoints(point1: Vector3, point2: Vector3, point3: Vector3): void;
  2305. public isFrontFacingTo(direction: Vector3, epsilon: number): boolean;
  2306. public signedDistanceTo(point: Vector3): number;
  2307. static FromArray(array: number[]): Plane;
  2308. static FromPoints(point1: any, point2: any, point3: any): Plane;
  2309. static FromPositionAndNormal(origin: Vector3, normal: Vector3): Plane;
  2310. static SignedDistanceToPlaneFromPositionAndNormal(origin: Vector3, normal: Vector3, point: Vector3): number;
  2311. }
  2312. class Viewport {
  2313. public x: number;
  2314. public y: number;
  2315. public width: number;
  2316. public height: number;
  2317. constructor(x: number, y: number, width: number, height: number);
  2318. public toGlobal(engine: any): Viewport;
  2319. }
  2320. class Frustum {
  2321. static GetPlanes(transform: Matrix): Plane[];
  2322. static GetPlanesToRef(transform: Matrix, frustumPlanes: Plane[]): void;
  2323. }
  2324. class Ray {
  2325. public origin: Vector3;
  2326. public direction: Vector3;
  2327. private _edge1;
  2328. private _edge2;
  2329. private _pvec;
  2330. private _tvec;
  2331. private _qvec;
  2332. constructor(origin: Vector3, direction: Vector3);
  2333. public intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
  2334. public intersectsBox(box: BoundingBox): boolean;
  2335. public intersectsSphere(sphere: any): boolean;
  2336. public intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
  2337. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
  2338. static Transform(ray: Ray, matrix: Matrix): Ray;
  2339. }
  2340. enum Space {
  2341. LOCAL = 0,
  2342. WORLD = 1,
  2343. }
  2344. class Axis {
  2345. static X: Vector3;
  2346. static Y: Vector3;
  2347. static Z: Vector3;
  2348. }
  2349. }
  2350. declare module BABYLON {
  2351. class AbstractMesh extends Node implements IDisposable {
  2352. private static _BILLBOARDMODE_NONE;
  2353. private static _BILLBOARDMODE_X;
  2354. private static _BILLBOARDMODE_Y;
  2355. private static _BILLBOARDMODE_Z;
  2356. private static _BILLBOARDMODE_ALL;
  2357. static BILLBOARDMODE_NONE : number;
  2358. static BILLBOARDMODE_X : number;
  2359. static BILLBOARDMODE_Y : number;
  2360. static BILLBOARDMODE_Z : number;
  2361. static BILLBOARDMODE_ALL : number;
  2362. public position: Vector3;
  2363. public rotation: Vector3;
  2364. public rotationQuaternion: Quaternion;
  2365. public scaling: Vector3;
  2366. public billboardMode: number;
  2367. public visibility: number;
  2368. public infiniteDistance: boolean;
  2369. public isVisible: boolean;
  2370. public isPickable: boolean;
  2371. public showBoundingBox: boolean;
  2372. public showSubMeshesBoundingBox: boolean;
  2373. public onDispose: any;
  2374. public checkCollisions: boolean;
  2375. public isBlocker: boolean;
  2376. public skeleton: Skeleton;
  2377. public renderingGroupId: number;
  2378. public material: Material;
  2379. public receiveShadows: boolean;
  2380. public actionManager: ActionManager;
  2381. public renderOutline: boolean;
  2382. public outlineColor: Color3;
  2383. public outlineWidth: number;
  2384. public useOctreeForRenderingSelection: boolean;
  2385. public useOctreeForPicking: boolean;
  2386. public useOctreeForCollisions: boolean;
  2387. public layerMask: number;
  2388. public _physicImpostor: number;
  2389. public _physicsMass: number;
  2390. public _physicsFriction: number;
  2391. public _physicRestitution: number;
  2392. public ellipsoid: Vector3;
  2393. public ellipsoidOffset: Vector3;
  2394. private _collider;
  2395. private _oldPositionForCollisions;
  2396. private _diffPositionForCollisions;
  2397. private _newPositionForCollisions;
  2398. private _localScaling;
  2399. private _localRotation;
  2400. private _localTranslation;
  2401. private _localBillboard;
  2402. private _localPivotScaling;
  2403. private _localPivotScalingRotation;
  2404. private _localWorld;
  2405. public _worldMatrix: Matrix;
  2406. private _rotateYByPI;
  2407. private _absolutePosition;
  2408. private _collisionsTransformMatrix;
  2409. private _collisionsScalingMatrix;
  2410. public _positions: Vector3[];
  2411. private _isDirty;
  2412. public _boundingInfo: BoundingInfo;
  2413. private _pivotMatrix;
  2414. public _isDisposed: boolean;
  2415. public _renderId: number;
  2416. public subMeshes: SubMesh[];
  2417. public _submeshesOctree: Octree<SubMesh>;
  2418. public _intersectionsInProgress: AbstractMesh[];
  2419. constructor(name: string, scene: Scene);
  2420. public isBlocked : boolean;
  2421. public getLOD(camera: Camera): AbstractMesh;
  2422. public getTotalVertices(): number;
  2423. public getIndices(): number[];
  2424. public getVerticesData(kind: string): number[];
  2425. public isVerticesDataPresent(kind: string): boolean;
  2426. public getBoundingInfo(): BoundingInfo;
  2427. public _preActivate(): void;
  2428. public _activate(renderId: number): void;
  2429. public getWorldMatrix(): Matrix;
  2430. public worldMatrixFromCache : Matrix;
  2431. public absolutePosition : Vector3;
  2432. public rotate(axis: Vector3, amount: number, space: Space): void;
  2433. public translate(axis: Vector3, distance: number, space: Space): void;
  2434. public getAbsolutePosition(): Vector3;
  2435. public setAbsolutePosition(absolutePosition: Vector3): void;
  2436. public setPivotMatrix(matrix: Matrix): void;
  2437. public getPivotMatrix(): Matrix;
  2438. public _isSynchronized(): boolean;
  2439. public _initCache(): void;
  2440. public markAsDirty(property: string): void;
  2441. public _updateBoundingInfo(): void;
  2442. public computeWorldMatrix(force?: boolean): Matrix;
  2443. public setPositionWithLocalVector(vector3: Vector3): void;
  2444. public getPositionExpressedInLocalSpace(): Vector3;
  2445. public locallyTranslate(vector3: Vector3): void;
  2446. public lookAt(targetPoint: Vector3, yawCor: number, pitchCor: number, rollCor: number): void;
  2447. public isInFrustum(frustumPlanes: Plane[]): boolean;
  2448. public isCompletelyInFrustum(camera?: Camera): boolean;
  2449. public intersectsMesh(mesh: AbstractMesh, precise?: boolean): boolean;
  2450. public intersectsPoint(point: Vector3): boolean;
  2451. public setPhysicsState(impostor?: any, options?: PhysicsBodyCreationOptions): void;
  2452. public getPhysicsImpostor(): number;
  2453. public getPhysicsMass(): number;
  2454. public getPhysicsFriction(): number;
  2455. public getPhysicsRestitution(): number;
  2456. public applyImpulse(force: Vector3, contactPoint: Vector3): void;
  2457. public setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): void;
  2458. public updatePhysicsBodyPosition(): void;
  2459. public moveWithCollisions(velocity: Vector3): void;
  2460. /**
  2461. * This function will create an octree to help select the right submeshes for rendering, picking and collisions
  2462. * Please note that you must have a decent number of submeshes to get performance improvements when using octree
  2463. */
  2464. public createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  2465. public _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): void;
  2466. public _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): void;
  2467. public _checkCollision(collider: Collider): void;
  2468. public _generatePointsArray(): boolean;
  2469. public intersects(ray: Ray, fastCheck?: boolean): PickingInfo;
  2470. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): AbstractMesh;
  2471. public releaseSubMeshes(): void;
  2472. public dispose(doNotRecurse?: boolean): void;
  2473. }
  2474. }
  2475. declare module BABYLON {
  2476. class CSG {
  2477. private polygons;
  2478. public matrix: Matrix;
  2479. public position: Vector3;
  2480. public rotation: Vector3;
  2481. public scaling: Vector3;
  2482. static FromMesh(mesh: Mesh): CSG;
  2483. private static FromPolygons(polygons);
  2484. public clone(): CSG;
  2485. private toPolygons();
  2486. public union(csg: CSG): CSG;
  2487. public unionInPlace(csg: CSG): void;
  2488. public subtract(csg: CSG): CSG;
  2489. public subtractInPlace(csg: CSG): void;
  2490. public intersect(csg: CSG): CSG;
  2491. public intersectInPlace(csg: CSG): void;
  2492. public inverse(): CSG;
  2493. public inverseInPlace(): void;
  2494. public copyTransformAttributes(csg: CSG): CSG;
  2495. public buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  2496. public toMesh(name: string, material: Material, scene: Scene, keepSubMeshes: boolean): Mesh;
  2497. }
  2498. }
  2499. declare module BABYLON {
  2500. class Geometry implements IGetSetVerticesData {
  2501. public id: string;
  2502. public delayLoadState: number;
  2503. public delayLoadingFile: string;
  2504. private _scene;
  2505. private _engine;
  2506. private _meshes;
  2507. private _totalVertices;
  2508. private _indices;
  2509. private _vertexBuffers;
  2510. public _delayInfo: any;
  2511. private _indexBuffer;
  2512. public _boundingInfo: BoundingInfo;
  2513. public _delayLoadingFunction: (any: any, Geometry: any) => void;
  2514. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Mesh);
  2515. public getScene(): Scene;
  2516. public getEngine(): Engine;
  2517. public isReady(): boolean;
  2518. public setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  2519. public setVerticesData(kind: string, data: number[], updatable?: boolean): void;
  2520. public updateVerticesDataDirectly(kind: string, data: Float32Array): void;
  2521. public updateVerticesData(kind: string, data: number[], updateExtends?: boolean): void;
  2522. public getTotalVertices(): number;
  2523. public getVerticesData(kind: string): number[];
  2524. public getVertexBuffer(kind: string): VertexBuffer;
  2525. public getVertexBuffers(): VertexBuffer[];
  2526. public isVerticesDataPresent(kind: string): boolean;
  2527. public getVerticesDataKinds(): string[];
  2528. public setIndices(indices: number[]): void;
  2529. public getTotalIndices(): number;
  2530. public getIndices(): number[];
  2531. public getIndexBuffer(): any;
  2532. public releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  2533. public applyToMesh(mesh: Mesh): void;
  2534. private _applyToMesh(mesh);
  2535. public load(scene: Scene, onLoaded?: () => void): void;
  2536. public dispose(): void;
  2537. public copy(id: string): Geometry;
  2538. static ExtractFromMesh(mesh: Mesh, id: string): Geometry;
  2539. static RandomId(): string;
  2540. }
  2541. module Geometry.Primitives {
  2542. class _Primitive extends Geometry {
  2543. private _beingRegenerated;
  2544. private _canBeRegenerated;
  2545. constructor(id: string, scene: Scene, vertexData?: VertexData, canBeRegenerated?: boolean, mesh?: Mesh);
  2546. public canBeRegenerated(): boolean;
  2547. public regenerate(): void;
  2548. public asNewGeometry(id: string): Geometry;
  2549. public setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  2550. public setVerticesData(kind: string, data: number[], updatable?: boolean): void;
  2551. public _regenerateVertexData(): VertexData;
  2552. public copy(id: string): Geometry;
  2553. }
  2554. class Box extends _Primitive {
  2555. public size: number;
  2556. constructor(id: string, scene: Scene, size: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2557. public _regenerateVertexData(): VertexData;
  2558. public copy(id: string): Geometry;
  2559. }
  2560. class Sphere extends _Primitive {
  2561. public segments: number;
  2562. public diameter: number;
  2563. constructor(id: string, scene: Scene, segments: number, diameter: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2564. public _regenerateVertexData(): VertexData;
  2565. public copy(id: string): Geometry;
  2566. }
  2567. class Cylinder extends _Primitive {
  2568. public height: number;
  2569. public diameterTop: number;
  2570. public diameterBottom: number;
  2571. public tessellation: number;
  2572. public subdivisions: number;
  2573. constructor(id: string, scene: Scene, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions?: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2574. public _regenerateVertexData(): VertexData;
  2575. public copy(id: string): Geometry;
  2576. }
  2577. class Torus extends _Primitive {
  2578. public diameter: number;
  2579. public thickness: number;
  2580. public tessellation: number;
  2581. constructor(id: string, scene: Scene, diameter: number, thickness: number, tessellation: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2582. public _regenerateVertexData(): VertexData;
  2583. public copy(id: string): Geometry;
  2584. }
  2585. class Ground extends _Primitive {
  2586. public width: number;
  2587. public height: number;
  2588. public subdivisions: number;
  2589. constructor(id: string, scene: Scene, width: number, height: number, subdivisions: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2590. public _regenerateVertexData(): VertexData;
  2591. public copy(id: string): Geometry;
  2592. }
  2593. class TiledGround extends _Primitive {
  2594. public xmin: number;
  2595. public zmin: number;
  2596. public xmax: number;
  2597. public zmax: number;
  2598. public subdivisions: {
  2599. w: number;
  2600. h: number;
  2601. };
  2602. public precision: {
  2603. w: number;
  2604. h: number;
  2605. };
  2606. constructor(id: string, scene: Scene, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  2607. w: number;
  2608. h: number;
  2609. }, precision: {
  2610. w: number;
  2611. h: number;
  2612. }, canBeRegenerated?: boolean, mesh?: Mesh);
  2613. public _regenerateVertexData(): VertexData;
  2614. public copy(id: string): Geometry;
  2615. }
  2616. class Plane extends _Primitive {
  2617. public size: number;
  2618. constructor(id: string, scene: Scene, size: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2619. public _regenerateVertexData(): VertexData;
  2620. public copy(id: string): Geometry;
  2621. }
  2622. class TorusKnot extends _Primitive {
  2623. public radius: number;
  2624. public tube: number;
  2625. public radialSegments: number;
  2626. public tubularSegments: number;
  2627. public p: number;
  2628. public q: number;
  2629. constructor(id: string, scene: Scene, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2630. public _regenerateVertexData(): VertexData;
  2631. public copy(id: string): Geometry;
  2632. }
  2633. }
  2634. }
  2635. declare module BABYLON {
  2636. class GroundMesh extends Mesh {
  2637. public generateOctree: boolean;
  2638. private _worldInverse;
  2639. public _subdivisions: number;
  2640. constructor(name: string, scene: Scene);
  2641. public subdivisions : number;
  2642. public optimize(chunksCount: number): void;
  2643. public getHeightAtCoordinates(x: number, z: number): number;
  2644. }
  2645. }
  2646. declare module BABYLON {
  2647. class InstancedMesh extends AbstractMesh {
  2648. private _sourceMesh;
  2649. constructor(name: string, source: Mesh);
  2650. public receiveShadows : boolean;
  2651. public material : Material;
  2652. public visibility : number;
  2653. public skeleton : Skeleton;
  2654. public getTotalVertices(): number;
  2655. public sourceMesh : Mesh;
  2656. public getVerticesData(kind: string): number[];
  2657. public isVerticesDataPresent(kind: string): boolean;
  2658. public getIndices(): number[];
  2659. public _positions : Vector3[];
  2660. public refreshBoundingInfo(): void;
  2661. public _preActivate(): void;
  2662. public _activate(renderId: number): void;
  2663. public _syncSubMeshes(): void;
  2664. public _generatePointsArray(): boolean;
  2665. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
  2666. public dispose(doNotRecurse?: boolean): void;
  2667. }
  2668. }
  2669. declare module BABYLON {
  2670. class LinesMesh extends Mesh {
  2671. public color: Color3;
  2672. public alpha: number;
  2673. private _colorShader;
  2674. private _ib;
  2675. private _indicesLength;
  2676. private _indices;
  2677. constructor(name: string, scene: Scene, updatable?: boolean);
  2678. public material : Material;
  2679. public isPickable : boolean;
  2680. public checkCollisions : boolean;
  2681. public _bind(subMesh: SubMesh, effect: Effect, fillMode: number): void;
  2682. public _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): void;
  2683. public intersects(ray: Ray, fastCheck?: boolean): any;
  2684. public dispose(doNotRecurse?: boolean): void;
  2685. }
  2686. }
  2687. declare module BABYLON {
  2688. class _InstancesBatch {
  2689. public mustReturn: boolean;
  2690. public visibleInstances: InstancedMesh[][];
  2691. public renderSelf: boolean[];
  2692. }
  2693. class Mesh extends AbstractMesh implements IGetSetVerticesData {
  2694. public delayLoadState: number;
  2695. public instances: InstancedMesh[];
  2696. public delayLoadingFile: string;
  2697. public _binaryInfo: any;
  2698. private _LODLevels;
  2699. public _geometry: Geometry;
  2700. private _onBeforeRenderCallbacks;
  2701. private _onAfterRenderCallbacks;
  2702. public _delayInfo: any;
  2703. public _delayLoadingFunction: (any: any, Mesh: any) => void;
  2704. public _visibleInstances: any;
  2705. private _renderIdForInstances;
  2706. private _batchCache;
  2707. private _worldMatricesInstancesBuffer;
  2708. private _worldMatricesInstancesArray;
  2709. private _instancesBufferSize;
  2710. public _shouldGenerateFlatShading: boolean;
  2711. private _preActivateId;
  2712. private _attachedLODLevel;
  2713. constructor(name: string, scene: Scene);
  2714. private _sortLODLevels();
  2715. public addLODLevel(distance: number, mesh: Mesh): Mesh;
  2716. public removeLODLevel(mesh: Mesh): Mesh;
  2717. public getLOD(camera: Camera): AbstractMesh;
  2718. public geometry : Geometry;
  2719. public getTotalVertices(): number;
  2720. public getVerticesData(kind: string): number[];
  2721. public getVertexBuffer(kind: any): VertexBuffer;
  2722. public isVerticesDataPresent(kind: string): boolean;
  2723. public getVerticesDataKinds(): string[];
  2724. public getTotalIndices(): number;
  2725. public getIndices(): number[];
  2726. public isBlocked : boolean;
  2727. public isReady(): boolean;
  2728. public isDisposed(): boolean;
  2729. public _preActivate(): void;
  2730. public _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): void;
  2731. public refreshBoundingInfo(): void;
  2732. public _createGlobalSubMesh(): SubMesh;
  2733. public subdivide(count: number): void;
  2734. public setVerticesData(kind: any, data: any, updatable?: boolean): void;
  2735. public updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
  2736. public updateVerticesDataDirectly(kind: string, data: Float32Array, makeItUnique?: boolean): void;
  2737. public makeGeometryUnique(): void;
  2738. public setIndices(indices: number[]): void;
  2739. public _bind(subMesh: SubMesh, effect: Effect, fillMode: number): void;
  2740. public _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): void;
  2741. public registerBeforeRender(func: () => void): void;
  2742. public unregisterBeforeRender(func: () => void): void;
  2743. public registerAfterRender(func: () => void): void;
  2744. public unregisterAfterRender(func: () => void): void;
  2745. public _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  2746. public _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): void;
  2747. public render(subMesh: SubMesh): void;
  2748. public getEmittedParticleSystems(): ParticleSystem[];
  2749. public getHierarchyEmittedParticleSystems(): ParticleSystem[];
  2750. public getChildren(): Node[];
  2751. public _checkDelayState(): void;
  2752. public isInFrustum(frustumPlanes: Plane[]): boolean;
  2753. public setMaterialByID(id: string): void;
  2754. public getAnimatables(): IAnimatable[];
  2755. public bakeTransformIntoVertices(transform: Matrix): void;
  2756. public _resetPointsArrayCache(): void;
  2757. public _generatePointsArray(): boolean;
  2758. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Mesh;
  2759. public dispose(doNotRecurse?: boolean): void;
  2760. public applyDisplacementMap(url: string, minHeight: number, maxHeight: number): void;
  2761. public applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number): void;
  2762. public convertToFlatShadedMesh(): void;
  2763. public createInstance(name: string): InstancedMesh;
  2764. public synchronizeInstances(): void;
  2765. static CreateBox(name: string, size: number, scene: Scene, updatable?: boolean): Mesh;
  2766. static CreateSphere(name: string, segments: number, diameter: number, scene: Scene, updatable?: boolean): Mesh;
  2767. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene: Scene, updatable?: any): Mesh;
  2768. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene: Scene, updatable?: boolean): Mesh;
  2769. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene: Scene, updatable?: boolean): Mesh;
  2770. static CreateLines(name: string, points: Vector3[], scene: Scene, updatable?: boolean): LinesMesh;
  2771. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean): Mesh;
  2772. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene: Scene, updatable?: boolean): Mesh;
  2773. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  2774. w: number;
  2775. h: number;
  2776. }, precision: {
  2777. w: number;
  2778. h: number;
  2779. }, scene: Scene, updatable?: boolean): Mesh;
  2780. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean): GroundMesh;
  2781. static MinMax(meshes: AbstractMesh[]): {
  2782. min: Vector3;
  2783. max: Vector3;
  2784. };
  2785. static Center(meshesOrMinMaxVector: any): Vector3;
  2786. }
  2787. }
  2788. declare module BABYLON {
  2789. interface IGetSetVerticesData {
  2790. isVerticesDataPresent(kind: string): boolean;
  2791. getVerticesData(kind: string): number[];
  2792. getIndices(): number[];
  2793. setVerticesData(kind: string, data: number[], updatable?: boolean): void;
  2794. updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
  2795. setIndices(indices: number[]): void;
  2796. }
  2797. class VertexData {
  2798. public positions: number[];
  2799. public normals: number[];
  2800. public uvs: number[];
  2801. public uv2s: number[];
  2802. public colors: number[];
  2803. public matricesIndices: number[];
  2804. public matricesWeights: number[];
  2805. public indices: number[];
  2806. public set(data: number[], kind: string): void;
  2807. public applyToMesh(mesh: Mesh, updatable?: boolean): void;
  2808. public applyToGeometry(geometry: Geometry, updatable?: boolean): void;
  2809. public updateMesh(mesh: Mesh, updateExtends?: boolean, makeItUnique?: boolean): void;
  2810. public updateGeometry(geometry: Geometry, updateExtends?: boolean, makeItUnique?: boolean): void;
  2811. private _applyTo(meshOrGeometry, updatable?);
  2812. private _update(meshOrGeometry, updateExtends?, makeItUnique?);
  2813. public transform(matrix: Matrix): void;
  2814. public merge(other: VertexData): void;
  2815. static ExtractFromMesh(mesh: Mesh): VertexData;
  2816. static ExtractFromGeometry(geometry: Geometry): VertexData;
  2817. private static _ExtractFrom(meshOrGeometry);
  2818. static CreateBox(size: number): VertexData;
  2819. static CreateSphere(segments: number, diameter: number): VertexData;
  2820. static CreateCylinder(height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions?: number): VertexData;
  2821. static CreateTorus(diameter: any, thickness: any, tessellation: any): VertexData;
  2822. static CreateLines(points: Vector3[]): VertexData;
  2823. static CreateGround(width: number, height: number, subdivisions: number): VertexData;
  2824. static CreateTiledGround(xmin: number, zmin: number, xmax: number, zmax: number, subdivisions?: {
  2825. w: number;
  2826. h: number;
  2827. }, precision?: {
  2828. w: number;
  2829. h: number;
  2830. }): VertexData;
  2831. static CreateGroundFromHeightMap(width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, buffer: Uint8Array, bufferWidth: number, bufferHeight: number): VertexData;
  2832. static CreatePlane(size: number): VertexData;
  2833. static CreateTorusKnot(radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number): VertexData;
  2834. static ComputeNormals(positions: number[], indices: number[], normals: number[]): void;
  2835. }
  2836. }
  2837. declare module BABYLON.Internals {
  2838. class MeshLODLevel {
  2839. public distance: number;
  2840. public mesh: Mesh;
  2841. constructor(distance: number, mesh: Mesh);
  2842. }
  2843. }
  2844. declare module BABYLON {
  2845. class SubMesh {
  2846. public materialIndex: number;
  2847. public verticesStart: number;
  2848. public verticesCount: number;
  2849. public indexStart: any;
  2850. public indexCount: number;
  2851. public linesIndexCount: number;
  2852. private _mesh;
  2853. private _renderingMesh;
  2854. private _boundingInfo;
  2855. private _linesIndexBuffer;
  2856. public _lastColliderWorldVertices: Vector3[];
  2857. public _trianglePlanes: Plane[];
  2858. public _lastColliderTransformMatrix: Matrix;
  2859. public _renderId: number;
  2860. public _distanceToCamera: number;
  2861. public _id: number;
  2862. constructor(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: any, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  2863. public getBoundingInfo(): BoundingInfo;
  2864. public getMesh(): AbstractMesh;
  2865. public getRenderingMesh(): Mesh;
  2866. public getMaterial(): Material;
  2867. public refreshBoundingInfo(): void;
  2868. public _checkCollision(collider: Collider): boolean;
  2869. public updateBoundingInfo(world: Matrix): void;
  2870. public isInFrustum(frustumPlanes: Plane[]): boolean;
  2871. public render(): void;
  2872. public getLinesIndexBuffer(indices: number[], engine: any): WebGLBuffer;
  2873. public canIntersects(ray: Ray): boolean;
  2874. public intersects(ray: Ray, positions: Vector3[], indices: number[], fastCheck?: boolean): IntersectionInfo;
  2875. public clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  2876. public dispose(): void;
  2877. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  2878. }
  2879. }
  2880. declare module BABYLON {
  2881. class VertexBuffer {
  2882. private _mesh;
  2883. private _engine;
  2884. private _buffer;
  2885. private _data;
  2886. private _updatable;
  2887. private _kind;
  2888. private _strideSize;
  2889. constructor(engine: any, data: number[], kind: string, updatable: boolean, postponeInternalCreation?: boolean);
  2890. public isUpdatable(): boolean;
  2891. public getData(): number[];
  2892. public getBuffer(): WebGLBuffer;
  2893. public getStrideSize(): number;
  2894. public create(data?: number[]): void;
  2895. public update(data: number[]): void;
  2896. public updateDirectly(data: Float32Array): void;
  2897. public dispose(): void;
  2898. private static _PositionKind;
  2899. private static _NormalKind;
  2900. private static _UVKind;
  2901. private static _UV2Kind;
  2902. private static _ColorKind;
  2903. private static _MatricesIndicesKind;
  2904. private static _MatricesWeightsKind;
  2905. static PositionKind : string;
  2906. static NormalKind : string;
  2907. static UVKind : string;
  2908. static UV2Kind : string;
  2909. static ColorKind : string;
  2910. static MatricesIndicesKind : string;
  2911. static MatricesWeightsKind : string;
  2912. }
  2913. }
  2914. declare module BABYLON {
  2915. class Particle {
  2916. public position: Vector3;
  2917. public direction: Vector3;
  2918. public color: Color4;
  2919. public colorStep: Color4;
  2920. public lifeTime: number;
  2921. public age: number;
  2922. public size: number;
  2923. public angle: number;
  2924. public angularSpeed: number;
  2925. }
  2926. }
  2927. declare module BABYLON {
  2928. class ParticleSystem implements IDisposable {
  2929. public name: string;
  2930. static BLENDMODE_ONEONE: number;
  2931. static BLENDMODE_STANDARD: number;
  2932. public id: string;
  2933. public renderingGroupId: number;
  2934. public emitter: any;
  2935. public emitRate: number;
  2936. public manualEmitCount: number;
  2937. public updateSpeed: number;
  2938. public targetStopDuration: number;
  2939. public disposeOnStop: boolean;
  2940. public minEmitPower: number;
  2941. public maxEmitPower: number;
  2942. public minLifeTime: number;
  2943. public maxLifeTime: number;
  2944. public minSize: number;
  2945. public maxSize: number;
  2946. public minAngularSpeed: number;
  2947. public maxAngularSpeed: number;
  2948. public particleTexture: Texture;
  2949. public onDispose: () => void;
  2950. public blendMode: number;
  2951. public forceDepthWrite: boolean;
  2952. public gravity: Vector3;
  2953. public direction1: Vector3;
  2954. public direction2: Vector3;
  2955. public minEmitBox: Vector3;
  2956. public maxEmitBox: Vector3;
  2957. public color1: Color4;
  2958. public color2: Color4;
  2959. public colorDead: Color4;
  2960. public textureMask: Color4;
  2961. public startDirectionFunction: (emitPower: number, worldMatrix: Matrix, directionToUpdate: Vector3) => void;
  2962. public startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3) => void;
  2963. private particles;
  2964. private _capacity;
  2965. private _scene;
  2966. private _vertexDeclaration;
  2967. private _vertexStrideSize;
  2968. private _stockParticles;
  2969. private _newPartsExcess;
  2970. private _vertexBuffer;
  2971. private _indexBuffer;
  2972. private _vertices;
  2973. private _effect;
  2974. private _customEffect;
  2975. private _cachedDefines;
  2976. private _scaledColorStep;
  2977. private _colorDiff;
  2978. private _scaledDirection;
  2979. private _scaledGravity;
  2980. private _currentRenderId;
  2981. private _alive;
  2982. private _started;
  2983. private _stopped;
  2984. private _actualFrame;
  2985. private _scaledUpdateSpeed;
  2986. constructor(name: string, capacity: number, scene: Scene, customEffect?: Effect);
  2987. public getCapacity(): number;
  2988. public isAlive(): boolean;
  2989. public isStarted(): boolean;
  2990. public start(): void;
  2991. public stop(): void;
  2992. public _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  2993. private _update(newParticles);
  2994. private _getEffect();
  2995. public animate(): void;
  2996. public render(): number;
  2997. public dispose(): void;
  2998. public clone(name: string, newEmitter: any): ParticleSystem;
  2999. }
  3000. }
  3001. declare module BABYLON {
  3002. interface IPhysicsEnginePlugin {
  3003. initialize(iterations?: number): any;
  3004. setGravity(gravity: Vector3): void;
  3005. runOneStep(delta: number): void;
  3006. registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  3007. registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3008. unregisterMesh(mesh: AbstractMesh): any;
  3009. applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3010. createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  3011. dispose(): void;
  3012. isSupported(): boolean;
  3013. updateBodyPosition(mesh: AbstractMesh): void;
  3014. }
  3015. interface PhysicsBodyCreationOptions {
  3016. mass: number;
  3017. friction: number;
  3018. restitution: number;
  3019. }
  3020. interface PhysicsCompoundBodyPart {
  3021. mesh: Mesh;
  3022. impostor: number;
  3023. }
  3024. class PhysicsEngine {
  3025. public gravity: Vector3;
  3026. private _currentPlugin;
  3027. constructor(plugin?: IPhysicsEnginePlugin);
  3028. public _initialize(gravity?: Vector3): void;
  3029. public _runOneStep(delta: number): void;
  3030. public _setGravity(gravity: Vector3): void;
  3031. public _registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  3032. public _registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3033. public _unregisterMesh(mesh: AbstractMesh): void;
  3034. public _applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3035. public _createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  3036. public _updateBodyPosition(mesh: AbstractMesh): void;
  3037. public dispose(): void;
  3038. public isSupported(): boolean;
  3039. static NoImpostor: number;
  3040. static SphereImpostor: number;
  3041. static BoxImpostor: number;
  3042. static PlaneImpostor: number;
  3043. static MeshImpostor: number;
  3044. static CapsuleImpostor: number;
  3045. static ConeImpostor: number;
  3046. static CylinderImpostor: number;
  3047. static ConvexHullImpostor: number;
  3048. static Epsilon: number;
  3049. }
  3050. }
  3051. declare module BABYLON {
  3052. class CannonJSPlugin implements IPhysicsEnginePlugin {
  3053. public checkWithEpsilon: (value: number) => number;
  3054. private _world;
  3055. private _registeredMeshes;
  3056. private _physicsMaterials;
  3057. public initialize(iterations?: number): void;
  3058. private _checkWithEpsilon(value);
  3059. public runOneStep(delta: number): void;
  3060. public setGravity(gravity: Vector3): void;
  3061. public registerMesh(mesh: AbstractMesh, impostor: number, options?: PhysicsBodyCreationOptions): any;
  3062. private _createSphere(radius, mesh, options?);
  3063. private _createBox(x, y, z, mesh, options?);
  3064. private _createPlane(mesh, options?);
  3065. private _createConvexPolyhedron(rawVerts, rawFaces, mesh, options?);
  3066. private _addMaterial(friction, restitution);
  3067. private _createRigidBodyFromShape(shape, mesh, mass, friction, restitution);
  3068. public registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3069. private _unbindBody(body);
  3070. public unregisterMesh(mesh: AbstractMesh): void;
  3071. public applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3072. public updateBodyPosition: (mesh: AbstractMesh) => void;
  3073. public createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3): boolean;
  3074. public dispose(): void;
  3075. public isSupported(): boolean;
  3076. }
  3077. }
  3078. declare module BABYLON {
  3079. class OimoJSPlugin implements IPhysicsEnginePlugin {
  3080. private _world;
  3081. private _registeredMeshes;
  3082. private _checkWithEpsilon(value);
  3083. public initialize(iterations?: number): void;
  3084. public setGravity(gravity: Vector3): void;
  3085. public registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  3086. public registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3087. private _createBodyAsCompound(part, options, initialMesh);
  3088. public unregisterMesh(mesh: AbstractMesh): void;
  3089. private _unbindBody(body);
  3090. /**
  3091. * Update the body position according to the mesh position
  3092. * @param mesh
  3093. */
  3094. public updateBodyPosition: (mesh: AbstractMesh) => void;
  3095. public applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3096. public createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  3097. public dispose(): void;
  3098. public isSupported(): boolean;
  3099. private _getLastShape(body);
  3100. public runOneStep(time: number): void;
  3101. }
  3102. }
  3103. declare module BABYLON {
  3104. class AnaglyphPostProcess extends PostProcess {
  3105. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3106. }
  3107. }
  3108. declare module BABYLON {
  3109. class BlackAndWhitePostProcess extends PostProcess {
  3110. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3111. }
  3112. }
  3113. declare module BABYLON {
  3114. class BlurPostProcess extends PostProcess {
  3115. public direction: Vector2;
  3116. public blurWidth: number;
  3117. constructor(name: string, direction: Vector2, blurWidth: number, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3118. }
  3119. }
  3120. declare module BABYLON {
  3121. class ConvolutionPostProcess extends PostProcess {
  3122. public kernel: number[];
  3123. constructor(name: string, kernel: number[], ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3124. static EdgeDetect0Kernel: number[];
  3125. static EdgeDetect1Kernel: number[];
  3126. static EdgeDetect2Kernel: number[];
  3127. static SharpenKernel: number[];
  3128. static EmbossKernel: number[];
  3129. static GaussianKernel: number[];
  3130. }
  3131. }
  3132. declare module BABYLON {
  3133. class DisplayPassPostProcess extends PostProcess {
  3134. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3135. }
  3136. }
  3137. declare module BABYLON {
  3138. class FilterPostProcess extends PostProcess {
  3139. public kernelMatrix: Matrix;
  3140. constructor(name: string, kernelMatrix: Matrix, ratio: number, camera?: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3141. }
  3142. }
  3143. declare module BABYLON {
  3144. class FxaaPostProcess extends PostProcess {
  3145. public texelWidth: number;
  3146. public texelHeight: number;
  3147. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3148. }
  3149. }
  3150. declare module BABYLON {
  3151. class OculusDistortionCorrectionPostProcess extends PostProcess {
  3152. public aspectRatio: number;
  3153. private _isRightEye;
  3154. private _distortionFactors;
  3155. private _postProcessScaleFactor;
  3156. private _lensCenterOffset;
  3157. private _scaleIn;
  3158. private _scaleFactor;
  3159. private _lensCenter;
  3160. constructor(name: string, camera: Camera, isRightEye: boolean, cameraSettings: any);
  3161. }
  3162. }
  3163. declare module BABYLON {
  3164. class PassPostProcess extends PostProcess {
  3165. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3166. }
  3167. }
  3168. declare module BABYLON {
  3169. class PostProcess {
  3170. public name: string;
  3171. public onApply: (Effect: any) => void;
  3172. public onBeforeRender: (Effect: any) => void;
  3173. public onSizeChanged: () => void;
  3174. public onActivate: (Camera: any) => void;
  3175. public width: number;
  3176. public height: number;
  3177. public renderTargetSamplingMode: number;
  3178. private _camera;
  3179. private _scene;
  3180. private _engine;
  3181. private _renderRatio;
  3182. private _reusable;
  3183. public _textures: SmartArray<WebGLTexture>;
  3184. public _currentRenderTextureInd: number;
  3185. private _effect;
  3186. constructor(name: string, fragmentUrl: string, parameters: string[], samplers: string[], ratio: number, camera: Camera, samplingMode: number, engine?: Engine, reusable?: boolean);
  3187. public isReusable(): boolean;
  3188. public activate(camera: Camera, sourceTexture?: WebGLTexture): void;
  3189. public apply(): Effect;
  3190. public dispose(camera: Camera): void;
  3191. }
  3192. }
  3193. declare module BABYLON {
  3194. class PostProcessManager {
  3195. private _scene;
  3196. private _indexBuffer;
  3197. private _vertexDeclaration;
  3198. private _vertexStrideSize;
  3199. private _vertexBuffer;
  3200. constructor(scene: Scene);
  3201. public _prepareFrame(sourceTexture?: WebGLTexture): boolean;
  3202. public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture): void;
  3203. public dispose(): void;
  3204. }
  3205. }
  3206. declare module BABYLON {
  3207. class RefractionPostProcess extends PostProcess {
  3208. public color: Color3;
  3209. public depth: number;
  3210. public colorLevel: number;
  3211. private _refRexture;
  3212. constructor(name: string, refractionTextureUrl: string, color: Color3, depth: number, colorLevel: number, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3213. public dispose(camera: Camera): void;
  3214. }
  3215. }
  3216. declare module BABYLON {
  3217. class PostProcessRenderEffect {
  3218. private _engine;
  3219. private _postProcesses;
  3220. private _getPostProcess;
  3221. private _singleInstance;
  3222. private _cameras;
  3223. private _indicesForCamera;
  3224. private _renderPasses;
  3225. private _renderEffectAsPasses;
  3226. public _name: string;
  3227. public applyParameters: (postProcess: PostProcess) => void;
  3228. constructor(engine: Engine, name: string, getPostProcess: () => PostProcess, singleInstance?: boolean);
  3229. public _update(): void;
  3230. public addPass(renderPass: PostProcessRenderPass): void;
  3231. public removePass(renderPass: PostProcessRenderPass): void;
  3232. public addRenderEffectAsPass(renderEffect: PostProcessRenderEffect): void;
  3233. public getPass(passName: string): void;
  3234. public emptyPasses(): void;
  3235. public _attachCameras(cameras: Camera): any;
  3236. public _attachCameras(cameras: Camera[]): any;
  3237. public _detachCameras(cameras: Camera): any;
  3238. public _detachCameras(cameras: Camera[]): any;
  3239. public _enable(cameras: Camera): any;
  3240. public _enable(cameras: Camera[]): any;
  3241. public _disable(cameras: Camera): any;
  3242. public _disable(cameras: Camera[]): any;
  3243. public getPostProcess(camera?: Camera): PostProcess;
  3244. private _linkParameters();
  3245. private _linkTextures(effect);
  3246. }
  3247. }
  3248. declare module BABYLON {
  3249. class PostProcessRenderPass {
  3250. private _enabled;
  3251. private _renderList;
  3252. private _renderTexture;
  3253. private _scene;
  3254. private _refCount;
  3255. public _name: string;
  3256. constructor(scene: Scene, name: string, size: number, renderList: Mesh[], beforeRender: () => void, afterRender: () => void);
  3257. public _incRefCount(): number;
  3258. public _decRefCount(): number;
  3259. public _update(): void;
  3260. public setRenderList(renderList: Mesh[]): void;
  3261. public getRenderTexture(): RenderTargetTexture;
  3262. }
  3263. }
  3264. declare module BABYLON {
  3265. class PostProcessRenderPipeline {
  3266. private _engine;
  3267. private _renderEffects;
  3268. private _renderEffectsForIsolatedPass;
  3269. private _cameras;
  3270. public _name: string;
  3271. private static PASS_EFFECT_NAME;
  3272. private static PASS_SAMPLER_NAME;
  3273. constructor(engine: Engine, name: string);
  3274. public addEffect(renderEffect: PostProcessRenderEffect): void;
  3275. public _enableEffect(renderEffectName: string, cameras: Camera): any;
  3276. public _enableEffect(renderEffectName: string, cameras: Camera[]): any;
  3277. public _disableEffect(renderEffectName: string, cameras: Camera): any;
  3278. public _disableEffect(renderEffectName: string, cameras: Camera[]): any;
  3279. public _attachCameras(cameras: Camera, unique: boolean): any;
  3280. public _attachCameras(cameras: Camera[], unique: boolean): any;
  3281. public _detachCameras(cameras: Camera): any;
  3282. public _detachCameras(cameras: Camera[]): any;
  3283. public _enableDisplayOnlyPass(passName: any, cameras: Camera): any;
  3284. public _enableDisplayOnlyPass(passName: any, cameras: Camera[]): any;
  3285. public _disableDisplayOnlyPass(cameras: Camera): any;
  3286. public _disableDisplayOnlyPass(cameras: Camera[]): any;
  3287. public _update(): void;
  3288. }
  3289. }
  3290. declare module BABYLON {
  3291. class PostProcessRenderPipelineManager {
  3292. private _renderPipelines;
  3293. constructor();
  3294. public addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  3295. public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera, unique?: boolean): any;
  3296. public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera[], unique?: boolean): any;
  3297. public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera): any;
  3298. public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera[]): any;
  3299. public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): any;
  3300. public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): any;
  3301. public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): any;
  3302. public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): any;
  3303. public enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera): any;
  3304. public enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera[]): any;
  3305. public disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera): any;
  3306. public disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera[]): any;
  3307. public update(): void;
  3308. }
  3309. }
  3310. declare module BABYLON {
  3311. class BoundingBoxRenderer {
  3312. public frontColor: Color3;
  3313. public backColor: Color3;
  3314. public showBackLines: boolean;
  3315. public renderList: SmartArray<BoundingBox>;
  3316. private _scene;
  3317. private _colorShader;
  3318. private _vb;
  3319. private _ib;
  3320. constructor(scene: Scene);
  3321. public reset(): void;
  3322. public render(): void;
  3323. public dispose(): void;
  3324. }
  3325. }
  3326. declare module BABYLON {
  3327. class OutlineRenderer {
  3328. private _scene;
  3329. private _effect;
  3330. private _cachedDefines;
  3331. constructor(scene: Scene);
  3332. public render(subMesh: SubMesh, batch: _InstancesBatch): void;
  3333. public isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  3334. }
  3335. }
  3336. declare module BABYLON {
  3337. class RenderingGroup {
  3338. public index: number;
  3339. private _scene;
  3340. private _opaqueSubMeshes;
  3341. private _transparentSubMeshes;
  3342. private _alphaTestSubMeshes;
  3343. private _activeVertices;
  3344. constructor(index: number, scene: Scene);
  3345. public render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents: () => void) => void, beforeTransparents: any): boolean;
  3346. public prepare(): void;
  3347. public dispatch(subMesh: SubMesh): void;
  3348. }
  3349. }
  3350. declare module BABYLON {
  3351. class RenderingManager {
  3352. static MAX_RENDERINGGROUPS: number;
  3353. private _scene;
  3354. private _renderingGroups;
  3355. private _depthBufferAlreadyCleaned;
  3356. constructor(scene: Scene);
  3357. private _renderParticles(index, activeMeshes);
  3358. private _renderSprites(index);
  3359. private _clearDepthBuffer();
  3360. public render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents: () => void) => void, activeMeshes: AbstractMesh[], renderParticles: boolean, renderSprites: boolean): void;
  3361. public reset(): void;
  3362. public dispatch(subMesh: SubMesh): void;
  3363. }
  3364. }
  3365. declare module BABYLON {
  3366. class Sprite {
  3367. public name: string;
  3368. public position: Vector3;
  3369. public color: Color4;
  3370. public size: number;
  3371. public angle: number;
  3372. public cellIndex: number;
  3373. public invertU: number;
  3374. public invertV: number;
  3375. public disposeWhenFinishedAnimating: boolean;
  3376. public animations: Animation[];
  3377. private _animationStarted;
  3378. private _loopAnimation;
  3379. private _fromIndex;
  3380. private _toIndex;
  3381. private _delay;
  3382. private _direction;
  3383. private _frameCount;
  3384. private _manager;
  3385. private _time;
  3386. constructor(name: string, manager: SpriteManager);
  3387. public playAnimation(from: number, to: number, loop: boolean, delay: number): void;
  3388. public stopAnimation(): void;
  3389. public _animate(deltaTime: number): void;
  3390. public dispose(): void;
  3391. }
  3392. }
  3393. declare module BABYLON {
  3394. class SpriteManager {
  3395. public name: string;
  3396. public cellSize: number;
  3397. public sprites: Sprite[];
  3398. public renderingGroupId: number;
  3399. public onDispose: () => void;
  3400. public fogEnabled: boolean;
  3401. private _capacity;
  3402. private _spriteTexture;
  3403. private _epsilon;
  3404. private _scene;
  3405. private _vertexDeclaration;
  3406. private _vertexStrideSize;
  3407. private _vertexBuffer;
  3408. private _indexBuffer;
  3409. private _vertices;
  3410. private _effectBase;
  3411. private _effectFog;
  3412. constructor(name: string, imgUrl: string, capacity: number, cellSize: number, scene: Scene, epsilon?: number);
  3413. private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
  3414. public render(): void;
  3415. public dispose(): void;
  3416. }
  3417. }
  3418. declare module BABYLON.Internals {
  3419. class AndOrNotEvaluator {
  3420. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  3421. private static _HandleParenthesisContent(parenthesisContent, evaluateCallback);
  3422. private static _SimplifyNegation(booleanString);
  3423. }
  3424. }
  3425. declare module BABYLON {
  3426. interface IAssetTask {
  3427. onSuccess: (task: IAssetTask) => void;
  3428. onError: (task: IAssetTask) => void;
  3429. isCompleted: boolean;
  3430. run(scene: Scene, onSuccess: () => void, onError: () => void): any;
  3431. }
  3432. class MeshAssetTask implements IAssetTask {
  3433. public name: string;
  3434. public meshesNames: any;
  3435. public rootUrl: string;
  3436. public sceneFilename: string;
  3437. public loadedMeshes: AbstractMesh[];
  3438. public loadedParticleSystems: ParticleSystem[];
  3439. public loadedSkeletons: Skeleton[];
  3440. public onSuccess: (task: IAssetTask) => void;
  3441. public onError: (task: IAssetTask) => void;
  3442. public isCompleted: boolean;
  3443. constructor(name: string, meshesNames: any, rootUrl: string, sceneFilename: string);
  3444. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3445. }
  3446. class TextFileAssetTask implements IAssetTask {
  3447. public name: string;
  3448. public url: string;
  3449. public onSuccess: (task: IAssetTask) => void;
  3450. public onError: (task: IAssetTask) => void;
  3451. public isCompleted: boolean;
  3452. public text: string;
  3453. constructor(name: string, url: string);
  3454. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3455. }
  3456. class BinaryFileAssetTask implements IAssetTask {
  3457. public name: string;
  3458. public url: string;
  3459. public onSuccess: (task: IAssetTask) => void;
  3460. public onError: (task: IAssetTask) => void;
  3461. public isCompleted: boolean;
  3462. public data: ArrayBuffer;
  3463. constructor(name: string, url: string);
  3464. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3465. }
  3466. class ImageAssetTask implements IAssetTask {
  3467. public name: string;
  3468. public url: string;
  3469. public onSuccess: (task: IAssetTask) => void;
  3470. public onError: (task: IAssetTask) => void;
  3471. public isCompleted: boolean;
  3472. public image: HTMLImageElement;
  3473. constructor(name: string, url: string);
  3474. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3475. }
  3476. class TextureAssetTask implements IAssetTask {
  3477. public name: string;
  3478. public url: string;
  3479. public noMipmap: boolean;
  3480. public invertY: boolean;
  3481. public samplingMode: number;
  3482. public onSuccess: (task: IAssetTask) => void;
  3483. public onError: (task: IAssetTask) => void;
  3484. public isCompleted: boolean;
  3485. public texture: Texture;
  3486. constructor(name: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number);
  3487. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3488. }
  3489. class AssetsManager {
  3490. private _tasks;
  3491. private _scene;
  3492. private _waitingTasksCount;
  3493. public onFinish: (tasks: IAssetTask[]) => void;
  3494. public onTaskSuccess: (task: IAssetTask) => void;
  3495. public onTaskError: (task: IAssetTask) => void;
  3496. public useDefaultLoadingScreen: boolean;
  3497. constructor(scene: Scene);
  3498. public addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): IAssetTask;
  3499. public addTextFileTask(taskName: string, url: string): IAssetTask;
  3500. public addBinaryFileTask(taskName: string, url: string): IAssetTask;
  3501. public addImageTask(taskName: string, url: string): IAssetTask;
  3502. public addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): IAssetTask;
  3503. private _decreaseWaitingTasksCount();
  3504. private _runTask(task);
  3505. public reset(): AssetsManager;
  3506. public load(): AssetsManager;
  3507. }
  3508. }
  3509. declare module BABYLON {
  3510. class Database {
  3511. private callbackManifestChecked;
  3512. private currentSceneUrl;
  3513. private db;
  3514. private enableSceneOffline;
  3515. private enableTexturesOffline;
  3516. private manifestVersionFound;
  3517. private mustUpdateRessources;
  3518. private hasReachedQuota;
  3519. private isSupported;
  3520. private idbFactory;
  3521. static isUASupportingBlobStorage: boolean;
  3522. constructor(urlToScene: string, callbackManifestChecked: (boolean: any) => any);
  3523. static parseURL: (url: string) => string;
  3524. static ReturnFullUrlLocation: (url: string) => string;
  3525. public checkManifestFile(): void;
  3526. public openAsync(successCallback: any, errorCallback: any): void;
  3527. public loadImageFromDB(url: string, image: HTMLImageElement): void;
  3528. private _loadImageFromDBAsync(url, image, notInDBCallback);
  3529. private _saveImageIntoDBAsync(url, image);
  3530. private _checkVersionFromDB(url, versionLoaded);
  3531. private _loadVersionFromDBAsync(url, callback, updateInDBCallback);
  3532. private _saveVersionIntoDBAsync(url, callback);
  3533. private loadFileFromDB(url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer?);
  3534. private _loadFileFromDBAsync(url, callback, notInDBCallback, useArrayBuffer?);
  3535. private _saveFileIntoDBAsync(url, callback, progressCallback, useArrayBuffer?);
  3536. }
  3537. }
  3538. declare module BABYLON {
  3539. class FilesInput {
  3540. private engine;
  3541. private currentScene;
  3542. private canvas;
  3543. private sceneLoadedCallback;
  3544. private progressCallback;
  3545. private additionnalRenderLoopLogicCallback;
  3546. private textureLoadingCallback;
  3547. private startingProcessingFilesCallback;
  3548. private elementToMonitor;
  3549. static FilesTextures: any[];
  3550. static FilesToLoad: any[];
  3551. constructor(p_engine: Engine, p_scene: Scene, p_canvas: HTMLCanvasElement, p_sceneLoadedCallback: any, p_progressCallback: any, p_additionnalRenderLoopLogicCallback: any, p_textureLoadingCallback: any, p_startingProcessingFilesCallback: any);
  3552. public monitorElementForDragNDrop(p_elementToMonitor: HTMLElement): void;
  3553. private renderFunction();
  3554. private drag(e);
  3555. private drop(eventDrop);
  3556. private loadFiles(event);
  3557. }
  3558. }
  3559. declare module BABYLON {
  3560. class Gamepads {
  3561. private babylonGamepads;
  3562. private oneGamepadConnected;
  3563. private isMonitoring;
  3564. private gamepadEventSupported;
  3565. private gamepadSupportAvailable;
  3566. private _callbackGamepadConnected;
  3567. private buttonADataURL;
  3568. private static gamepadDOMInfo;
  3569. constructor(ongamedpadconnected: (gamepad: Gamepad) => void);
  3570. private _insertGamepadDOMInstructions();
  3571. private _insertGamepadDOMNotSupported();
  3572. public dispose(): void;
  3573. private _onGamepadConnected(evt);
  3574. private _addNewGamepad(gamepad);
  3575. private _onGamepadDisconnected(evt);
  3576. private _startMonitoringGamepads();
  3577. private _stopMonitoringGamepads();
  3578. private _checkGamepadsStatus();
  3579. private _updateGamepadObjects();
  3580. }
  3581. class StickValues {
  3582. public x: any;
  3583. public y: any;
  3584. constructor(x: any, y: any);
  3585. }
  3586. class Gamepad {
  3587. public id: string;
  3588. public index: number;
  3589. public browserGamepad: any;
  3590. private _leftStick;
  3591. private _rightStick;
  3592. private _onleftstickchanged;
  3593. private _onrightstickchanged;
  3594. constructor(id: string, index: number, browserGamepad: any);
  3595. public onleftstickchanged(callback: (values: StickValues) => void): void;
  3596. public onrightstickchanged(callback: (values: StickValues) => void): void;
  3597. public leftStick : StickValues;
  3598. public rightStick : StickValues;
  3599. public update(): void;
  3600. }
  3601. class GenericPad extends Gamepad {
  3602. public id: string;
  3603. public index: number;
  3604. public gamepad: any;
  3605. private _buttons;
  3606. private _onbuttondown;
  3607. private _onbuttonup;
  3608. public onbuttondown(callback: (buttonPressed: number) => void): void;
  3609. public onbuttonup(callback: (buttonReleased: number) => void): void;
  3610. constructor(id: string, index: number, gamepad: any);
  3611. private _setButtonValue(newValue, currentValue, buttonIndex);
  3612. public update(): void;
  3613. }
  3614. enum Xbox360Button {
  3615. A = 0,
  3616. B = 1,
  3617. X = 2,
  3618. Y = 3,
  3619. Start = 4,
  3620. Back = 5,
  3621. LB = 6,
  3622. RB = 7,
  3623. LeftStick = 8,
  3624. RightStick = 9,
  3625. }
  3626. enum Xbox360Dpad {
  3627. Up = 0,
  3628. Down = 1,
  3629. Left = 2,
  3630. Right = 3,
  3631. }
  3632. class Xbox360Pad extends Gamepad {
  3633. private _leftTrigger;
  3634. private _rightTrigger;
  3635. private _onlefttriggerchanged;
  3636. private _onrighttriggerchanged;
  3637. private _onbuttondown;
  3638. private _onbuttonup;
  3639. private _ondpaddown;
  3640. private _ondpadup;
  3641. private _buttonA;
  3642. private _buttonB;
  3643. private _buttonX;
  3644. private _buttonY;
  3645. private _buttonBack;
  3646. private _buttonStart;
  3647. private _buttonLB;
  3648. private _buttonRB;
  3649. private _buttonLeftStick;
  3650. private _buttonRightStick;
  3651. private _dPadUp;
  3652. private _dPadDown;
  3653. private _dPadLeft;
  3654. private _dPadRight;
  3655. public onlefttriggerchanged(callback: (value: number) => void): void;
  3656. public onrighttriggerchanged(callback: (value: number) => void): void;
  3657. public leftTrigger : number;
  3658. public rightTrigger : number;
  3659. public onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  3660. public onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  3661. public ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  3662. public ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  3663. private _setButtonValue(newValue, currentValue, buttonType);
  3664. private _setDPadValue(newValue, currentValue, buttonType);
  3665. public buttonA : number;
  3666. public buttonB : number;
  3667. public buttonX : number;
  3668. public buttonY : number;
  3669. public buttonStart : number;
  3670. public buttonBack : number;
  3671. public buttonLB : number;
  3672. public buttonRB : number;
  3673. public buttonLeftStick : number;
  3674. public buttonRightStick : number;
  3675. public dPadUp : number;
  3676. public dPadDown : number;
  3677. public dPadLeft : number;
  3678. public dPadRight : number;
  3679. public update(): void;
  3680. }
  3681. }
  3682. interface Navigator {
  3683. getGamepads(func?: any): any;
  3684. webkitGetGamepads(func?: any): any;
  3685. msGetGamepads(func?: any): any;
  3686. webkitGamepads(func?: any): any;
  3687. }
  3688. declare module BABYLON {
  3689. class SceneOptimization {
  3690. public priority: number;
  3691. public apply: (scene: Scene) => boolean;
  3692. constructor(priority?: number);
  3693. }
  3694. class TextureOptimization extends SceneOptimization {
  3695. public priority: number;
  3696. public maximumSize: number;
  3697. constructor(priority?: number, maximumSize?: number);
  3698. public apply: (scene: Scene) => boolean;
  3699. }
  3700. class HardwareScalingOptimization extends SceneOptimization {
  3701. public priority: number;
  3702. public maximumScale: number;
  3703. private _currentScale;
  3704. constructor(priority?: number, maximumScale?: number);
  3705. public apply: (scene: Scene) => boolean;
  3706. }
  3707. class ShadowsOptimization extends SceneOptimization {
  3708. public apply: (scene: Scene) => boolean;
  3709. }
  3710. class PostProcessesOptimization extends SceneOptimization {
  3711. public apply: (scene: Scene) => boolean;
  3712. }
  3713. class LensFlaresOptimization extends SceneOptimization {
  3714. public apply: (scene: Scene) => boolean;
  3715. }
  3716. class ParticlesOptimization extends SceneOptimization {
  3717. public apply: (scene: Scene) => boolean;
  3718. }
  3719. class RenderTargetsOptimization extends SceneOptimization {
  3720. public apply: (scene: Scene) => boolean;
  3721. }
  3722. class SceneOptimizerOptions {
  3723. public targetFrameRate: number;
  3724. public trackerDuration: number;
  3725. public optimizations: SceneOptimization[];
  3726. constructor(targetFrameRate?: number, trackerDuration?: number);
  3727. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  3728. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  3729. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  3730. }
  3731. class SceneOptimizer {
  3732. static _CheckCurrentState(scene: Scene, options: SceneOptimizerOptions, currentPriorityLevel: number, onSuccess?: () => void, onFailure?: () => void): void;
  3733. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): void;
  3734. }
  3735. }
  3736. declare module BABYLON {
  3737. class SceneSerializer {
  3738. static Serialize(scene: Scene): any;
  3739. }
  3740. }
  3741. declare module BABYLON {
  3742. class SmartArray<T> {
  3743. public data: T[];
  3744. public length: number;
  3745. private _id;
  3746. private _duplicateId;
  3747. constructor(capacity: number);
  3748. public push(value: any): void;
  3749. public pushNoDuplicate(value: any): void;
  3750. public sort(compareFn: any): void;
  3751. public reset(): void;
  3752. public concat(array: any): void;
  3753. public concatWithNoDuplicate(array: any): void;
  3754. public indexOf(value: any): number;
  3755. private static _GlobalId;
  3756. }
  3757. }
  3758. declare module BABYLON {
  3759. class Tags {
  3760. static EnableFor(obj: any): void;
  3761. static DisableFor(obj: any): void;
  3762. static HasTags(obj: any): boolean;
  3763. static GetTags(obj: any): any;
  3764. static AddTagsTo(obj: any, tagsString: string): void;
  3765. static _AddTagTo(obj: any, tag: string): void;
  3766. static RemoveTagsFrom(obj: any, tagsString: string): void;
  3767. static _RemoveTagFrom(obj: any, tag: string): void;
  3768. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  3769. }
  3770. }
  3771. declare module BABYLON {
  3772. interface IAnimatable {
  3773. animations: Animation[];
  3774. }
  3775. interface ISize {
  3776. width: number;
  3777. height: number;
  3778. }
  3779. class Tools {
  3780. static BaseUrl: string;
  3781. static GetExponantOfTwo: (value: number, max: number) => number;
  3782. static GetFilename(path: string): string;
  3783. static GetDOMTextContent(element: HTMLElement): string;
  3784. static ToDegrees(angle: number): number;
  3785. static ToRadians(angle: number): number;
  3786. static ExtractMinAndMaxIndexed(positions: number[], indices: number[], indexStart: number, indexCount: number): {
  3787. minimum: Vector3;
  3788. maximum: Vector3;
  3789. };
  3790. static ExtractMinAndMax(positions: number[], start: number, count: number): {
  3791. minimum: Vector3;
  3792. maximum: Vector3;
  3793. };
  3794. static MakeArray(obj: any, allowsNullUndefined?: boolean): any[];
  3795. static GetPointerPrefix(): string;
  3796. static QueueNewFrame(func: any): void;
  3797. static RequestFullscreen(element: any): void;
  3798. static ExitFullscreen(): void;
  3799. static CleanUrl(url: string): string;
  3800. static LoadImage(url: string, onload: any, onerror: any, database: any): HTMLImageElement;
  3801. static LoadFile(url: string, callback: (data: any) => void, progressCallBack?: () => void, database?: any, useArrayBuffer?: boolean, onError?: () => void): void;
  3802. static ReadFileAsDataURL(fileToLoad: any, callback: any, progressCallback: any): void;
  3803. static ReadFile(fileToLoad: any, callback: any, progressCallBack: any, useArrayBuffer?: boolean): void;
  3804. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  3805. static WithinEpsilon(a: number, b: number): boolean;
  3806. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  3807. static IsEmpty(obj: any): boolean;
  3808. static RegisterTopRootEvents(events: {
  3809. name: string;
  3810. handler: EventListener;
  3811. }[]): void;
  3812. static UnregisterTopRootEvents(events: {
  3813. name: string;
  3814. handler: EventListener;
  3815. }[]): void;
  3816. static GetFps(): number;
  3817. static GetDeltaTime(): number;
  3818. static _MeasureFps(): void;
  3819. static CreateScreenshot(engine: Engine, camera: Camera, size: any): void;
  3820. static ValidateXHRData(xhr: XMLHttpRequest, dataType?: number): boolean;
  3821. private static _NoneLogLevel;
  3822. private static _MessageLogLevel;
  3823. private static _WarningLogLevel;
  3824. private static _ErrorLogLevel;
  3825. static NoneLogLevel : number;
  3826. static MessageLogLevel : number;
  3827. static WarningLogLevel : number;
  3828. static ErrorLogLevel : number;
  3829. static AllLogLevel : number;
  3830. private static _FormatMessage(message);
  3831. static Log: (message: string) => void;
  3832. private static _LogDisabled(message);
  3833. private static _LogEnabled(message);
  3834. static Warn: (message: string) => void;
  3835. private static _WarnDisabled(message);
  3836. private static _WarnEnabled(message);
  3837. static Error: (message: string) => void;
  3838. private static _ErrorDisabled(message);
  3839. private static _ErrorEnabled(message);
  3840. static LogLevels : number;
  3841. private static _PerformanceNoneLogLevel;
  3842. private static _PerformanceUserMarkLogLevel;
  3843. private static _PerformanceConsoleLogLevel;
  3844. private static _performance;
  3845. static PerformanceNoneLogLevel : number;
  3846. static PerformanceUserMarkLogLevel : number;
  3847. static PerformanceConsoleLogLevel : number;
  3848. static PerformanceLogLevel : number;
  3849. static _StartPerformanceCounterDisabled(counterName: string, condition?: boolean): void;
  3850. static _EndPerformanceCounterDisabled(counterName: string, condition?: boolean): void;
  3851. static _StartUserMark(counterName: string, condition?: boolean): void;
  3852. static _EndUserMark(counterName: string, condition?: boolean): void;
  3853. static _StartPerformanceConsole(counterName: string, condition?: boolean): void;
  3854. static _EndPerformanceConsole(counterName: string, condition?: boolean): void;
  3855. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  3856. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  3857. static Now : number;
  3858. }
  3859. }
  3860. declare module BABYLON.Internals {
  3861. interface DDSInfo {
  3862. width: number;
  3863. height: number;
  3864. mipmapCount: number;
  3865. isFourCC: boolean;
  3866. isRGB: boolean;
  3867. isLuminance: boolean;
  3868. isCube: boolean;
  3869. }
  3870. class DDSTools {
  3871. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  3872. private static GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  3873. private static GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  3874. private static GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  3875. static UploadDDSLevels(gl: WebGLRenderingContext, ext: any, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number): void;
  3876. }
  3877. }
  3878. /**
  3879. * Based on jsTGALoader - Javascript loader for TGA file
  3880. * By Vincent Thibault
  3881. * @blog http://blog.robrowser.com/javascript-tga-loader.html
  3882. */
  3883. declare module BABYLON.Internals {
  3884. class TGATools {
  3885. private static _TYPE_NO_DATA;
  3886. private static _TYPE_INDEXED;
  3887. private static _TYPE_RGB;
  3888. private static _TYPE_GREY;
  3889. private static _TYPE_RLE_INDEXED;
  3890. private static _TYPE_RLE_RGB;
  3891. private static _TYPE_RLE_GREY;
  3892. private static _ORIGIN_MASK;
  3893. private static _ORIGIN_SHIFT;
  3894. private static _ORIGIN_BL;
  3895. private static _ORIGIN_BR;
  3896. private static _ORIGIN_UL;
  3897. private static _ORIGIN_UR;
  3898. static GetTGAHeader(data: Uint8Array): any;
  3899. static UploadContent(gl: WebGLRenderingContext, data: Uint8Array): void;
  3900. static _getImageData8bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  3901. static _getImageData16bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  3902. static _getImageData24bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  3903. static _getImageData32bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  3904. static _getImageDataGrey8bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  3905. static _getImageDataGrey16bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  3906. }
  3907. }
  3908. declare module BABYLON {
  3909. enum JoystickAxis {
  3910. X = 0,
  3911. Y = 1,
  3912. Z = 2,
  3913. }
  3914. class VirtualJoystick {
  3915. public reverseLeftRight: boolean;
  3916. public reverseUpDown: boolean;
  3917. public deltaPosition: Vector3;
  3918. public pressed: boolean;
  3919. private static _globalJoystickIndex;
  3920. private static vjCanvas;
  3921. private static vjCanvasContext;
  3922. private static vjCanvasWidth;
  3923. private static vjCanvasHeight;
  3924. private static halfWidth;
  3925. private static halfHeight;
  3926. private _action;
  3927. private _axisTargetedByLeftAndRight;
  3928. private _axisTargetedByUpAndDown;
  3929. private _joystickSensibility;
  3930. private _inversedSensibility;
  3931. private _rotationSpeed;
  3932. private _inverseRotationSpeed;
  3933. private _rotateOnAxisRelativeToMesh;
  3934. private _joystickPointerID;
  3935. private _joystickColor;
  3936. private _joystickPointerPos;
  3937. private _joystickPointerStartPos;
  3938. private _deltaJoystickVector;
  3939. private _leftJoystick;
  3940. private _joystickIndex;
  3941. private _touches;
  3942. constructor(leftJoystick?: boolean);
  3943. public setJoystickSensibility(newJoystickSensibility: number): void;
  3944. private _onPointerDown(e);
  3945. private _onPointerMove(e);
  3946. private _onPointerUp(e);
  3947. /**
  3948. * Change the color of the virtual joystick
  3949. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  3950. */
  3951. public setJoystickColor(newColor: string): void;
  3952. public setActionOnTouch(action: () => any): void;
  3953. public setAxisForLeftRight(axis: JoystickAxis): void;
  3954. public setAxisForUpDown(axis: JoystickAxis): void;
  3955. private _clearCanvas();
  3956. private _drawVirtualJoystick();
  3957. public releaseCanvas(): void;
  3958. }
  3959. }
  3960. declare module BABYLON.VirtualJoystick {
  3961. class Collection<T> {
  3962. private _count;
  3963. private _collection;
  3964. constructor();
  3965. public Count(): number;
  3966. public add<T>(key: string, item: T): number;
  3967. public remove(key: string): number;
  3968. public item(key: string): any;
  3969. public forEach<T>(block: (item: T) => void): void;
  3970. }
  3971. }